The reason the LoL is in such a terrible state
It's the multiplicative values. So many have been added since S5. Stacking dragons with all multiplicative values to amplify gold while ahead but do less for those behind. New masteries that add extra scalings on the gold you have while ahead to widen the gap even more.
Stormraider's Surge also effects selfs slows (because removing limiters put on someones kit for a reason is a good thing). So even if it was ever actually useful, it would be broken on specific champs (like Tahm Kench) Grasp of the Undying adds damage and sustain to bruisers for building bruiser. (grasp of the undying very rarely helps a tank) Thunderlord's Decree helps to make every champion early game or burst orientated. Warrior's bloodlust removes the need to buy sustain early and let's people skip to damage safer. Fervor of Battle is actually being fixed (why it was better for casters I have no clue) but still gives high dps to AA champs without them having to build damage. Bond of Stone just flat out reduces damage (the hard to balance part of it), but it does help tanks do their job. Strength of the Ages adds sustain to some tanks and helps them beef up faster, but really doesn't have a niche. Windspeaker's Blessing is probably the most balanced mastery in all scenarios. Deathfire touch would be balanced if it made sense what counted as spells and what didn't.
The champ reworks have even been very showing of how much power creep there is. Brand rework does slightly lower single target damage for higher AoE damage and more combos, but they never solved him 1v1 nuking people or how much harass he puts out early, but doesn't fall off late game. I could go on and pick apart other champs that have yet to match Riot's design philosophy but I would be here for hours and it would be a wall of text.
Hell even the new dragons are yet another multiplicative value.
Infernal drake is a problem for the same reason stacking dragon was a problem before. Too much value for 8% on an easy objective (you can solo it as about 1/4 of junglers).
Cloud drake is pathetic (15 is less than 5% and its only out of combat) in comparison. Sadly it's the easiest one to balance due to the flat values.
Mountain drake is yet another snowball factor. 10% faster ending the game = 10% faster gold = 10% faster taking away safety.
Ocean drake is about the most powerful as it creates so much free sustain. 4% is a lot if you are even half hp or mana as it helps remove normal limiters and yet again encourage more snowballing.
The only thing they did to help relieve snowballing was making it harder to kill the final dragon for the enhanced bonuses making it easier to contest. HURRAY 2 for 5 on dragons made better but 3 for 5 on made worse.
Now the problem with the drakes is this. Every single one benefits the ahead team period. Multiplicative values always help whoever is ahead more than who is behind. Why is this game so snowbally currently? Because Riot has introduced so many multiplicative values.
And the sad thing is. Riot has yet to even pinpoint their problems. They are still blindly nerfing and buffing people trying to figure out why every change they make makes a large amount of champs pick or ban. But don't worry guys mage items are all different now to keep us interested while Riot still fumbles around with the little understanding they have left of their game.
Then there is the fact they have still yet to sit down and spend an entire patch on clarity which would help reduce how any toxic factors they have in their game. They try to reduce burden of knowledge but claim burden of knowledge is low when there are so many things that everyone needs experience to even know. (like what skillshot is a projectile and which ones aren't, Velkoz knock up for example looks like an AoE but is actually a projectile that explodes).
I'm not even going to involve solo queue being left out in all of this because that train is already being rode at max capacity even by their own employees.
Riot has basically turned the game from a neat network of scales into so many damn levers that they don't even know which ones change what when they pull them as they all have super technical formulas for how much each weight changes and where it ends up. You buff Fervor of Battle and of the sudden there is a new Tank Yi build from out of nowhere, but don't worry nows its more viable for everyone else. You nerf tank Yi then someone he counters pops up and then the cycle continues until they realize that it's the mastery then nerf the mastery and then spike the cycle on a different keystone mastery.