Easy to (mostly) eliminate this by simply saying that Crom and the other deities are just too busy most of the time - yours isn't the only world they have to concern themselves with; there's millions of other worlds and planes out there all demanding attention, and omnipresence only goes so far.Thing #2 is important but not something which has been mentioned lately in this thread: powerful friendly supernatural beings over a certain level of capability are bad for the game because they remove opportunities for agency, especially if they are not Gods. I mean, Iluvatar is bad enough for dramatic tension in Lord of the Rings on a re-read (you know that Iluvatar is going to make things all turn out okay in the end) but at least an infallible, omnipotent overseer can let bad things happen to people in the short run because the end result will be good. If on the other hand Crom simply have lots of power and knowledge, but not an unlimited amount, then Crom is morally obligated to act when the opportunity presents itself, instead of letting the PCs do it. It's the Elminster problem on steroids. You have to be very careful how much power and knowledge and motivation you allow to friendly powers in the campaign world or it crushes the life out of the game.
What I've tended to do in the past is story-board one or two nasty immortals or deities having a specific interest in the particular game-world I'm running (e.g. Llolth in my first big campaign), and one or two goodly ones (Mimosa, a Hobbit goddess in that same game) more or less helping defend it. That narrows the field considerably - sure there's lots of deities are worshipped, and PC Clerics are all over the map deity-wise - but there's only a few paying much attention to what goes on.For related reasons, you don't want actively hostile powers to be too strong either. Neutral powers are okay, especially if they're basically apathetic and uncaring.
Then, most of the divine arguing is done way above the PCs' heads, while the PCs either do their own thing or are nudged (or occasionally outright sent - I'm not above a bit of blatant railroading now and then ) into doing something useful for the good side, even though the PCs themselves might be anything but Good.
In my current game the PCs know that one of the Elven gods has been captured, imprisoned, and replaced/impersonated by something - they're not sure exactly what yet but their suspicions are that it's something Lovecraftian - which has over a long time been corrupting the Elvish society. Hence the Elves - almost all of whom are unaware there's anything amiss and thus are completely innocent - have become the enemy, which makes for loads of fun when half the PCs are Elves!
Lan-"one PC in my game decided on a whim to declare himself the god of fashion and good clothing (or something like that) - great entertainment!"-efan