That's kind of intentional. Now, hear me out, there's two reasons why I disagree but I'm going to try my best to give a decent explaination:
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Slowing down animations might make it look awkward. Having it affect range instead of speed would make it awkward and possibly(?) hard to program, especially for gap closers like Akali's R or Ekko's E. And don't even get me started on Zed.
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Hard cc is more effective against mobile carries, and soft cc is more effective against immobile tanks/bruisers. Why? Hard cc allows you to blow up a glass cannon that's out of position, but a tank is still going to shrug off that damage. Rotating cc in a teamfight is an important skill to have, using your soft cc on the frontline is better than the mobile carries not just because those carries can dash and whatnot, but because you have less tools to keep the enemy. Keeping soft cc less effective on mobile carries will encourage people to use it on frontliners, and encourage them not to waste hard cc on tankier champions.
However, your idea isn't absolutely terrible or anything. It'd be cool if there was a form of mobility that was affected by movement speed, both positively and negatively.