The short answer is No its not a positive change.
But its good that your curious and care about the player experience.
Longer answer.
To try and address this you need to keep in mind that because Tiers and Rank are instantly applied they may not be remotely accurate with low sample size of data. If you treat every player the same certainty, that Is to say everybody in a tier is treated as identically skilled, you create issues when the system has low data on a player. A player with 500 games in silver 3 looks the same as a player with 2 for a system like this. MMR is about lowering uncertainty on accounts and trying to have MM build tight enough match ranges off each accounts results from every single game on the ladder. Its never 100%... and they are made to account for this. Rn=Ro+K(W-We) or some variation of this is the adjustment formula your going to run into if you google the topic.
A visual to help see what MMR MM aims to do. https://imgur.com/a/4SFSAf9. I think everything I list in that is accurate but encourage you to check into it yourself because I goof up sometimes. This is just a hobby of mine not a profession >.>
The reason you need to care about accuracy is If the assigned values are not accurate you see an increase of Fig 3 being produced by the MM system. The lower accuracy the more inaccurate results are produce, this makes a pretty vicious cycle. Its caused because just using a Tier which is instantly assigned means everybody is assumed to be correctly placed, the result is MM does not put as much effort into trying to control ranges. Its Range of "Fair" Is strictly locked to the Tiers.
Each Tier is made not to be some absolute value of skill. Just because some one is g1 does not inherently make them as good as some one else also in g1. You expect a new account to start under gold, and if they are plat level of skill the expectation is they will be able to make it to that MMR. As that account is making this climb they move thru multiple Tiers. This is something you can see from looking at Player % distribution, Not every single Tier looks to represent the same MMR ranges. Tiers are mostly to feel good, to get a since of accomplishment. To motivate people. The Victorious skin line is a carrot for the majority of the player base to strive for as a benchmark. But they are wildly inaccurate until an account has put in a high # of games, Its out dated information but the last time I saw a Red use a number it was 150-300 matches. Soft rests should make that a little bit lower but that might have been accounted for by the red for that range.
So MM Quality tends to drop down in MMR systems at ranges where players can intentionally get to by lowering their "skill" (throw games to drop down ladder or make a smurf to be treated as a newbie by the system.) and go up as you move farther and farther up the ladder.
That's just on paper thou, People suck and are super emotional so that's not always the case, high MMR has its fair share of Toxic players as well. But... well MMR is not about player behaviors that don't impact win or loss. So there's no solution to MM issues from Toxic playerbase. You need Player Behavior systems to run that show.
End result in a well made MMR system is the weaker players sink, the better ones rise. Average ones float around in their range because if they get misplaced they become fig 3.
Get to low and your imapact on a match is consistently the highest. Get to high and your holding your team back. This only gets exaggerated the bigger the gaps are.
Now... Riots systems workable but I don't love everything the do for theirs. Conversation for a different day however.
I get carried away on topics like this. So I think this should be a decent start. Let me know if your curious about Elo or MMR systems. Or just check my discussion history and look for one of my many walls on the topic.