What I gather is: that as soon as I place a ward the enemy team should automatically know where I placed it, and should immediately be able to clear it. They should know exactly where my jungler is at all times.
Not at all. The wards I propose (and the kind of design I'd like to see applied to wards) do the opposite. They enable people to outplay the ward (and the enemy's entire vision setup) by virtue of their own skill and strategy, mechanics and timing.
All of those wards have some form of defense (the Sentry is indestructible, Beholder regens HP, Snitch and Observer are invis, Beacon can't be attacked except by ranged champs.) With the exception of the Beacon, no one immediately knows where you placed any of these wards. And your jungler, and the enemy jungler, as I said, can outplay these wards and in many cases, even when spotted, still retain a large degree of ambiguity as to their position. No specific counter-item needed, although they're there for insurance.
(The Sntich, for example, gives you info that would save your life and help your team, but you never see the enemy jungler, so he or she can still use your lack of sight to further their own plays. Same goes for the Sentry and Observer. With the Beacon, because it is visible through the Fog of War, you can play around it entirely by not going to that area of the jungle, or using invisibility (such as Eve, Rengar, Shaco, etc.) to bypass it all together. By being visible, the Beacon gives players the ability to judge it's sight radius and skirt around it entirely, and being placeable on terrain leaves certain areas in the Fog of War.)
If professional gamers who study ward placement and timing extensively as a part of their training and practice still die and get outplayed due to ganks and map rotations because they don't have vision of certain areas of the map or brush due to (Wards being cleared, limited amounts of wards, wards timing out, ect.) Means that there is no excuse for you to be complaining that wards are OP at silver/gold play level.
I'm not complaining that wards are OP. I'm complaining that Riot's philosophy of counterplay and clarity hasn't been applied to wards when it's been applied to every other aspect of the game. You mentioned the idea of how boring the game would be if everything was point-and-click. Consider that every ward has a circular AoE of vision. If skillshots add so much to the game (they do) imagine what having different AoEs of sight would do - conic and rectangular AoEs, especially. Currrently Kali's Sentinels and Scryer's Bloom are the only conic AoEs of sight IIRC.
The irony in all of this is that I'm a low ELO player that wants vision to be fallible (less reliable), so that ganks and outplays can happen more often and organically, and so that our wards could be much more powerful and specific in their effects and possibly FREE. If they weren't so basic (the sight equivalent of point-and-click spells) and uninspired, the vision game would be much more fun and players might enjoy warding, since it would be an expression of their strategy and their mind against the enemy's. That I'm a low ELO player asking for more variety in how we get information, and not just asking for more vision like the rest of the Boards.