And Tp plays were often.
The Level 2 or 3, 3v1 and 4v1, tower dives were also often.
You think there was no fighting, but there was. Reason was simple, there was vision of the enemy team more often than not for both at first. So you saw "enemy jg elsewhere, let's dive" and then as one team got more vision they would do some other crazy shit. Now you see a dance until one mistake costs you the game. Back then, you can mess up and still come back. Now you mess up once and lose.
Enemy ganking, tp into it. Enemy ganking, counter gank. Counter tp. Sick Azir plays. etc. Now there isnt a point for the most mechanically demanding champs to be used. No need for flashy plays. Just sit back, stay safe, peel for that one dude, and win the fight. Which is so generic. Before you protect 3 carries, now it seems you only protect one (FNC's play to defend Rekkles was the only thing they needed to do). While before you had midlane to worry about, adc to aid, and top was even able to carry. Now the only time you defend top, is Fiora carries (cause jaugernaut is just so freaking powerful).
Had IMT been in S5, i honestly think games would have possibly been more exciting, but lucky them that it is a snowball meta more than ever before and having two of the best Koreans in IMT just gives them free wins this meta, as before it was more teambased even with the best players out there).
Minion wave manipulation would have offered some funny Soaz-xPeke backdoor-gating plays. So great combacks or offered a better chance at punishing a Dragon call, or a bad baron call. Now waves push themselves, offering a really bad, hard to come back, scenario that is rarely ever overcomed. There is no tension anymore, you know when someone will win. No real point in seeing the game. Or if both are even, the last five minutes go bad for one team, and there, it is over from a single mistake and super long deathtimers. 50 or 60 second deathtimers at 26 and 28 minutes? From one teamfight?
When you think "more fights" you mean, more tilting losing teams. They lose the one team fight, now they are desperate to delay the inevitable.
The days of fighting all the time for drag, baron, manipulating waves, gates, backdoors, strategic outplays are over. Now we only see get lucky, be mechanically superiour in one big fight, or be better than your opponent (cause we know RNG is the least skilled team, while IMT is the best), get the win.
No other things need be involved. Just 3 factors. In S5 and S4, you could be worse as individuals and somehow out outmaneuver your foe, and still somehow pull it off. It didnt happen all the time, since teams were still inexperienced and still made bad calls, but it did happened often enough you loved rooting for the underdog. Now there is no point for the undredog.
Now the game wins it for you more than before in Pro level play. There is little room for anything else.
I loved seeing a 3 man towerdive early in the game. Now ppl stay away from defending towers, unless they are losing already and are getting desperate. Now i just see 4 on one team rushing to shove a tower (top or bot tier one), then they switch to the opposite side to do the same. Both times, uncontested. As before, it was contested by non-EU and most NA teams (while LCK and LPL seemed to contest it more, now they too dont want to contest towers, they just allow a tower to be lost, to gain a tower, as in S5 and 4 you shove one tower down while attempting to defend the other).