Class Item Updates are the real failure, not the champions
The game has gotten more and more snowbally due to the availability of stats that, before Riot started doing large item changes alongside champion mini-updates, meant sacrificing something. Cooldown Reduction and Critical Strike Chance.
For cooldown reduction, we've gotten either 10% CDR added to old items:



or straight up additions of items with needless CDR:

*
Critical strike chance was increased on
and added to
New items were added that further increased the availability of crit chance:
*
is an especially overloaded item, since it not only grants critical strike chance and 10% CDR, but also grants additional CDR up to +20%. (Though it's hardly incorporated into ADC builds nowadays, and the melee champions who might use it don't use mana.)
Prior to the tripling of availability for both these stats, if a person wanted to build CDR or more crit, they'd be sacrificing on damage to do so. For AP casters, these changes even ended up in a lower overall pool of AP available in the game at all-- with the removal of DFG before them already reducing the max by 120, and reductions on Rylai's, Zhonya's, and Athene's after/alongside. (Also the removal of Will, though that was due to a different issue) And so champions with high base stats started outperforming their classmates or even building outside of their design because it was more effective.
For ADCs, the increased availability of critical strike chance means that they can still reach at least 50% while still having room for multiple lifesteal and/or penetration items.
I have no suggestion for a fix for this problem, but please discuss in the comments what could be done about it.