My experience in low elo's is that players over-prioritize objectives, including drake. They dive to contest first drakes, even with ADC's flashing into the pit to try to steal it, when all it does is add a free kill to the enemy team rewards. What I see also is teammates flaming jungler for not warding drake at 5 minutes. I have found drake to be something that is an added reward to a successful gank, and more dragons as a result of successfully pressuring objectives and lanes.
What I mean is that pushing top to an extreme amount allows you to freely set up for drake, because it forces the teams to either risk losing significant defence on the topside where baron is closer to, making it a potential siege follow up point, or risk a drake, which requires 5 to become ridiculously stupid. Players in low elos often just do drake expecting to get it by calling it, but forget you need a. lane pressure, b. jungle pressure and dominance, c. vision, and d. everyone to be prepared to catch someone out to stop it, especially on another drake. managing drake is something low elo players don't do very well. they either neglect it as important in general, or they overexagerate it's importance. got an ace? go for inhib if you know you can do it, not drake... that stalls the game, etc.
Don't get me wrong, your item idea sounds sick to work with. The problem is, the game has a new strategic element to play around, which is the rift herald, which significantly increases pushing power even more so than 3 drakes at an early stage. It has a high risk-high reward element to it. Players, especially in lower elos (don't know about higher) still need to learn how to play around and use this to snowball a game. at THIS point in time, the way everything is set up is going to take a while for people to truly grasp the value of everything on the map. but good idea though! maybe for next season? ;)