I agree with this. CC is definitely excessive, and there are plenty of recordings now where champions remain completely unable to move, sometimes unable to take action entirely, for several seconds at a time. This tends to be the more favorable scenario, where said champion doesn't die almost immediately following the initial wave of CC. I think there are two main issues at hand: number one, CDR creep, which has affected CC in addition to many other parts of League (including damage and mobility), and number two, gratuitious CC on champions.
The first problem I think is easier to identify: cooldown reduction has become a much more common and available stat over time, to the point where it is no longer particularly difficult for any class to max out on CDR. Supports have been balanced around capping out on CDR for quite some time, but more recently we've seen the same happen to mages and tanks: at the start of League, mages were balanced around having high amounts of AP to supplement their burst, and CDR was a situational stat, one that was desirable, but that incurred heavy tradeoffs in power if one wished to opt into the stat. The stat was even more situational on tanks, who once had to go for some very, very specific items in order to obtain CDR, let alone cap out on it. As such, opting into CDR was legitimately difficult, to the point where it was often not worth it.
Cue Midseason 6, whose update to the mage class completely changed their itemization. AP on their items got severely reduced, and instead they were pushed to buy cooldown reduction and mana, with CDR becoming much more plentiful. Morellonomicon, up until then a situational item, became the must-rush core to the mage class, whereas Rabadon's Deathcap, the former core mage item, got turned into this super-expensive, ultra-specialized stat stick that was too inefficient for most people to consider buying. Mages went from averaging 20% CDR to capping pretty much in every game by design. Meanwhile, to solve the issue of some tank items being undesirable, Riot decided to slap CDR onto them, even if they contributed strictly nothing to the item's gameplay (e.g. Warmog's Armor). The addition of CDR tank items like Knight's Vow, plus the shifting of Abyssal Scepter into Abyssal Mask during the Midseason 7 Tank Update, further enabled tanks to opt into the stat with little tradeoff. The gratuitious addition of CDR into masteries, and then Runes Reforged, made the whole process even easier, even allowing players to buy too much CDR and still not suffer (i.e. with Transcendence).
All of this contributed to an environment where everyone could cast their spells more often, not unlike in URF mode. However, unlike in URF mode, there was no accompanying reduction in CC duration, or global Tenacity, so the net result was that everyone could apply CC more frequently, and thereby have more total uptime on their CC duration (especially the classes that have above-average CC, namely mages and tanks). Meanwhile, victims of CC didn't really gain that many tools to keep up in the arms race, other than some situational items and runes that don't really make the biggest difference. The fact that so much CC ignores anti-CC mechanics, i.e. displacement ignoring Tenacity, makes the matter worse.
This gets into the second problem, which is that CC is distributed liberally onto kits that strictly do not need it. Crowd control at this point is so common that champions who do not have CC, or who only have a slow or the like, are the ones deemed noteworthy. The designers for Kai'Sa were awfully proud with the fact that she had no innate CC, for example, and believed this justified the extreme amounts of mobility, burst, range and survivability in her kit. In general, CC has typically been handed out onto kits either as a feel-good reward for landing an ability, or out of synergy with some other effect, most commonly in burst mage combos. The problem with this mentality is that it fundamentally misunderstands the impact of CC in a multiplayer game: crowd control is the constraining of a character's available actions; in a multiplayer game, this means the loss or reduction of control a player has over their character. Such an experience is frustrating, and while it can be justified in the right circumstances, it requires good justification, and needs to itself be kept under strict enough control that a player should feel like they have good agency over the course of a fight. Something as basic as trying to reward landing a skillshot is therefore not proper justification, and what's worse, that kind of reasoning operates in a vacuum, where nobody else is presumed to have crowd control that would itself facilitate the landing of such an ability. This is why CC chains and wombo-combos are not uncommon, because once a champion is locked down, it's not particularly hard to pile on whichever other CC whose counterplay was that the champion on the receiving end was assumed to be able to move, or otherwise react.
Another misguided piece of design mentality that has led to today's environment is the whole notion that a champion needs crowd control to remain relevant in the game, or to avoid becoming a "ball of stats". Gangplank was given a slow on his barrels, for example, with the expressly given reason being that the developers wanted him to be able to contribute something even when really behind. Similarly, Irelia was given a disarm for the same reason. A common defense thrown against stripping any particular champion of superfluous CC is that, if they lost it, they wouldn't be able to contribute, at least not compared to X or Y champions who have CC. In effect, adding CC as a means of allowing champions to contribute has only led to an arms race, one where champions need some minimum amount of CC to be considered relevant, a minimum amount that has increased over time, particularly with more and more champions receiving knockups in the place of stuns (even the new Nunu is guilty of this, as much as I love his new kit). Even tanks are guilty of this, since Nautilus, who was once considered the upper limit for how much CC a champion was allowed to have, isn't anything special anymore. Effectively, there has been a notable amount of CC creep in champion kits, where crowd control exists on more abilities, and is frequently more difficult to counter.
Because of all this, I think we need to implement three sweeping and major changes to CC: the first is that we need to do a pass where we reevaluate all of the CC we currently have, and rebalance it to match the amounts of CDR in the game. CC currently has way too high an uptime, so CC abilities need either higher cooldowns, or lower durations. The second change is that we need to outright remove CC on many effects, perhaps even most effects in the game that currently have CC: crowd control should exist only because it is part of a champion's core intended contribution, and should not exist otherwise. A champion should not have CC simply because they synergize with it (everyone synergizes with CC), because they need some reward, or because they need to keep up with the figurative Joneses. The third is that we need to reevaluate the rules and tech behind CC: we should not be putting knockups into champion kits simply because they're stuns with special interactions with items. This should mean reevaluating Tenacity and its place in the game, but also the tech behind CC, and its interaction with effects such as gapclosers. Each type of CC should serve a clear, distinct purpose from all others, and should be picked because it serves a specific function for the champion contributing such an effect, not because of some hidden rules. CC should also be rarer the harder it affects champions, so stuns should be given only very sparingly.
A separate, fourth change I'd also like to see happen is the implementation of more anti-CC effects in champion kits, at least for some subclasses. Juggernauts especially have this theme where they're supposed to be difficult to stop, yet they're suffering the hardest from CC creep because they have no real options to deal with getting chain-CCed. Giving these champions access to unstoppability, or other mechanics where they get to resist or mitigate incoming crowd control, would not only satisfy the class's fantasy, but also allow for them to become much less binary relative to kiting. If done well, and placed under sufficient restrictions and conditions, this should also allow juggernauts to become less frustrating and more interactive to play against, as they wouldn't have to be balanced around auto-losing to kiting, and auto-winning when they do get in range. I think a general rule is that, if a champion has little to no mobility and range, and is therefore predisposed to taking the brunt of incoming crowd control, crowd control that is predicated upon being more difficult to land, but is generally easy to apply to such a champion, then that champion should be given access to tools that let them skillfully block at least some of this CC.