Rune keystones are too class specific and it removes all choice from the process
Unsealed Spellbook is a great rune that doesn't feel class specific at all and can change the way you interact with your champion but gets very little play because there's so many mundane, class specific keystones that you're forced to take instead because they were made for your class.
Press The Attack and Fleet Footwork are not good keystones. They're not dramatic, they're mandatory on any auto attacker and they don't change in any way what an auto attacker is already doing. "Oh, you like to auto attack a lot? Let me give you this keystone that lets you auto attack better while you auto attack."
The concept of Lethal Tempo is kind of cool but again it's implemented in a way that requires no change in how the player will approach their engagements. The player that takes Lethal Tempo doesn't need to manage when the keystone will activate because they're already going to try to get more auto attacks after 1.5 seconds of damaging an enemy. They're again just getting rewarded for what they're already going to do.
The only keystones I think were successes are Unsealed Spellbook, Predator, Dark Harvest and Kleptomancy (except on Ezreal and Gp). I'm not saying they're perfect but they all cause the player that has them to change their mindset with how they're going to play that champion. And isn't that the reason the rune system was reworked in the first place?