The real solution to counter play is melee tanks that are low damage.
They extend teamfights out longer than 4-5 seconds, and allow a safe engage/ body block for poke.
But what do I know, tanks are "op".
Honestly if tanks weren't so loaded with damage they would be much more balanceable. The issue is is we lost seeing the point of having a frontline that was low damage because low damage == useless.
Truth is we need body block for poke and initiators that can soak damage.
Ult. A bitch to land and a high cooldown. But if you are good you get rewarded with a knockup and damage based on exactly how telegraphed your approach was. I.E. more distance traveled=more dmg. And then very much stuck there with nothing but a shield and maybe some tank items to save him (and a team) I consider that fair. And threads regarding "who is the most balanced champion" agree.