What about lower cd for teleport but the minion or ward can be destroyed?
Before you jump to the idea that "teleport would be useless if players could destroy the ward or minion you tp to" hear me out. The way I envision it, when you tp to a stealth ward, the ward would not be revealed unless it was being swept by a control ward or sweeper and so could not be destroyed without detection.
I think if teleport was balanced this way it would be a much more interesting spell as there would be many active ways to counter it (by destroying the thing being teleported to) and as a result it could have a lower cooldown to compensate for this increase in counterplay (so more tp plays).
Imagine a top laner teleports to a deep stealth ward behind a pushed up bot lane and the support and adc both flash to it to sweep and clear the ward before the tp goes through. Or tping to a super minion in late game and getting the channel to go through because the enemy team can't kill it fast enough.