It is hidden power, even if it had good intentions. During Preseason 6, Riot set out to shorten game durations, which is absolutely great, except their implementation of that was very heavy-handed. The changes initially included massive increases to death timers, which weren't fun for anyone and eventually got fixed, and the minion buff effect still exists, even though probably few players are aware of it now.
I think that system needs to get dropped, since it doesn't really accelerate games in the most interesting way (having all lanes auto-push towards your Nexus without the need to take inhibitors cuts out a lot of potential catchup strategies, even if the effect is slight). However, the game does need to be structured in such a way that games don't stall forever, and I think the solution to that should be towers.
Having strong, protective outer turrets is fine, since they're the first line of defense and are meant to be threatening, but inner, inhibitor and nexus turrets aren't really intended to stall player-led pushes, only prevent minions from heading directly to the nexus and, if it ever happens, prevent teams from deathballing a single lane too early. Beyond the outer set, towers are meant to be objectives players should defend, not the reverse, which means modeling them off the ones designed to work as a safe haven, i.e. outer turrets, is bound to fail. Inner/inhibitor/nexus turrets need to completely change, and pushing advantages should be earned by unlocking access to more clearly vulnerable/valuable lane objectives, not by giving minions invisible buffs.
There was another thread that also talked about turrets, and I feel a possible solution might be for inner etc. towers to not even be turrets anymore. For example, inner turrets could instead be guard towers a la Kingdom Rush, which would spawn anti-creeps to fend off incoming minions, and potentially even release ultra-powerful protector guards if they get attacked in the first few minutes of the game (i.e. anti-deathball protection). Inhibitor turrets and their inhibitors could just be combined into a single minion spawning portal, and destroying it would temporarily disable the losing side's minions in that lane, which would cause it to auto-push towards their nexus while also establishing a clear farm difference (players would also no longer be incentivized to push a lane that lost its inhibitor/spawning portal, since there would be nothing to push). Instead of having nexus turrets, perhaps LoL could take a page from other MOBAs and have each nexus spawn a base guardian boss.
Not only could this make pushing a lot more interesting and better signposted (each tower would have its own precise function, so taking it down would represent more than just a gold bounty and generic pushing power), it would also diversify team comps a lot more: one of the reasons marksmen are such a fixture right now is because other classes have a hard time sieging turrets properly, and allowing more classes to contribute to objectives in their own way (guard towers and base guardians might favor tanks to occupy them, and perhaps all towers could be damaged by abilities, not just autoattacks, at the cost of having a bit more health) would help break their monopoly on objective control, and allow classes to participate in objectives through more factors than just damage, e.g. tankiness, CC or utility.