I completely agree with this. There is no conceivable way one can design a champion with the slowest movement speed in the game, plus low effective range, and expect them to not be hard-countered by kiting, and become extremely binary as a result. Juggernauts should definitely take time to enter fights, but at no point should it be possible to keep any champion, even non-juggernauts, from reaching you at all. Kiting is the reason why juggernauts are often pubstompers with very little competitive presence: at lower elos, players haven't mastered kiting enough to steer clear enough from juggernauts, who then get to destroy them, but at higher elos, kiting becomes so effective that it becomes possible, even likely, for a juggernaut to simply not be able to even touch some champions. Sure, kiting should, and will always be, a weakness of juggernauts, but kiting should only give squishy champions a head start against them, not deny them completely from having an impact.
While it was good of Riot to get the ball rolling with the Juggernaut Update, I think at this point we need to realize that the changes themselves were largely unsuccessful: out of the four champions that got reworked, only one can be described as being in a healthy state (i.e. Darius), and the others have either missed the mark on their gameplay (i.e. Garen, who still has no real niche), or ended up with serious identity problems (i.e. Skarner and Morde), on top of some very large remaining design issues. The design philosophy behind juggernauts has also only been partially successful: Yorick is an example of a successful juggernaut, if only because he has a lot more effective range than the rest, but Illaoi, while not totally unsuccessful, suffers from issues typical to the subclass, in that she's oppressive against melee champions and unprepared teams, but largely ineffective against ranged champions and comps that know how to kite her. "Weak against kiting" sounds good on paper, but in practice it has led to a subclass of champions that are extremely binary in their effectiveness, and that feel like they either deny agency to melee opponents, or have their own agency denied by ranged enemies.
In an ideal world, juggernauts should have DPS on par with marksmen, durability on par with tanks, and enough base speed to be able to reach any champion given enough time. They should be slow, low on CC, and heavily telegraphed, but they should still be able to make an impact even if they do get kited. At the same time, though, fighting them in melee range should not be a death sentence, and they should still leave openings for their enemies to exploit in order to mitigate their power, so that other melee champions don't have to feel like they have to either throw themselves into a blender or not fight at all. Darius is a good example of all this, because he can reach most opponents decently well, but also has a fair amount of counterplay to his power, which can be either mitigated or avoided completely through smart positioning. Similarly, Yorick has plenty of tools to reach even ranged opponents from long distances, but there's still plenty you can do to reduce his threat, such as by killing his ghouls. By contrast, someone like Garen can do literally nothing against you if you're even slightly out of his extremely short combat range, but if you somehow get caught, there's nothing you can do to prevent him from landing all of his damage. Mordekaiser has a bit more reach, but he's still in a state where he gets countered really hard by about one half of the champion roster, while countering the other half just as bad.