The old Bloodrazor was weird. It gave armor, attack damage, attack speed, and 4% max HP damage. It was generally consider a newb trap item since it just didn't work with anything particularly well.
Eh.
Bloodrazor did a boatload of damage, and combining some pretty high AD and AS into 1 item with %HP magic shred pretty much gave a mini
combo in one go.
I also ran calculations on it, and for less gold than an
combo with a
+Bloodrazor combo, you actually did more damage to anything with more than ~150 HP (everything) with Bloodrazors. Bloodrazors worked pretty well, and where certainly worth their weight in gold. You even had the same damage to life-steal with, only noteworthy downsides of Madreds was PD offered 12% movement speed.
12% MS was kind of hard to pass up.
But I'd go with more the other way around for Bloodrazor.
It smelled like a noob trap very strongly and didn't show any clear synergy with other items. It also built out of the (only) jungler item at the time, something with a magic-damage passive that didn't effect champions, threw a
in the mix, and had a god-awful build path including
.
Having AD and AS in the same item also hinted at a strong early purchase, but with a wonky build path and %HP damage it felt more like a late-game deal (even though %HP stays at an extremely consistent level throughout a game).
The icon was also hideous. 2nd most expensive item in the game, looked like some rubber costume zombie hand prop. Not even a proper trash mob hand, a crap Halloween knockoff.
Everything about the item felt really weird, but objectivly it was pretty solid.
/rant
Anyways - for your praposed item: Negatron offers 45 MR and Wit's End 30+25, which would mean at least 75 MR in a single item slot, +the passive bonus (with 30 base +75 you're looking at 26.25 minimum).
Or 101.25 minimum fully stacked.
Which is quite frankly an obscene amount of MR, nearly double that of the current best MR items (barring the ARAM exclusive).
It takes a typical QWER AP burst (Tank, Mage, Assassin) 450 AP to deal a bonus 1000 magic damage on their level 18 combo, or 15/300/450 to barely OHKO a squishy at the same level.
On a level 18 52 MR, it only takes a hair over 150 MR to halve all incoming magic damage on a level 18 melee.
In essence - 1 MR = 3 AP, but if you compare
you can see 1 point of AP is actually more expensive than 1 point of MR.
This also means the 55 MR on
essentially negates 165 AP where
only offers 156 by itself, while being notably more expensive and offering no HP, regeneration, or CDR on the side.
Anyways - your item runs into the FoN issue where it's 1 purchase and you're essentially immune to magic damage for the better part of a game, making it a pretty common must-have purchase on any tank or fighter.
Current MR itemization is mostly set up so it's easy to access by any class with solid choices for an AD, AP, tank, or support - but you need to actually work at filling a few slots if you really want to shrug off magic damage, rather than shrugging off magic damage at a huge discount in 1 go.
There's a difference between counter-building someone to create an interesting tug-of-war dynamic and adds to counter-play, and counter-building someone where you just automatically beat them and remove any means of getting countered.
126+ MR with 4284 magic damage vs. a level 918 squishy AP or 84168 damage to a tank/fighter is more in the dominating them with no counters direction.
Also - pretty sure you'd run into an infinity-stacking issue with gaining bonus MR based off your total MR, each stack giving more MR than the last with how you worded the passive.