Generally what I've noticed with "can't counterbuild that" bonuses is that they're on really high-risk champions that have a greater and greater weakness to being completely unplayable if they'd wind up doing piddling levels of damage to an opponent for whatever reason.
Take
For example. If he did "eh" damage to a squishy champion that just invested in Tabi and was slightly ahead whilst he is slightly behind, he's completly useless at that point with no real end-game other than maybe hide in the jungle/top lane and AFK farm until he's at all useful.
With champions like
though - things like
do hit her damage really hard, but if a Lux is doing half the damage she needs to - she can easily remedy that by just throwing out twice as many spells from a really safe back-line position.
Concerning
- Kog'Maws substantial range, AoE, and scouting potential allow him to be a solid asset to his team even if he's behind. Throw hybrid damage and auto-scaling damage (%HP) in the mix and he's still pumping out some solid hurt when lacking a few items, especially as killing him doesn't remove his damage threat (and he does do true damage with his passive).
With Vayne - 550 max-poke range means even melee champions like
can poke her to death, and pretty much anything you don't want to get hit by, is within range to get hit by.
Vayne's also completely useless if she can't deal meaningful damage to someone. She has no scouting tools, no real poke (at least in a pre team-fight sense), no wave-clear. All she's got is 1v1 potential and damages.
Anyways - I'm not really seeing swapping the damage types as a good long-term thing.
Short-term maybe - though I'd much rather just see, say, Vayne's mana cost on Tumble go up 5~10 points. No real impact late-game, a surprisingly solid hit to her lanning phase without really screwing with the timing/damage of her kit early.