I honestly don't like the trinket system at all. I admit the sweeper lens is very nice, but I feel how wards worked before was a lot better. When you reached late game and everyone had 6 slots occupied, the game went to super hard mode. Everyone was hyper aware of where they were at all times. The team had to move as a unit, everyone had very specific positioning, tanks at the front, people at the back to watch for flanks. Split pushing was riskier, but more rewarding because it was not safe for the enemy to path through the unwarded jungle to pick split pushers off, as they would be afraid of ambushes. Assassins had a defined role in finding picks and hopping in and out of vision. Everything about lategame was higher risk - higher reward, it was spec ops. One good ward from the support or a good bait or good pick decided these late fights and then it was all over. Also, invisibility and vision spells became incredibly valuable.
Prior to the trinket update supports felt more independent as a role, instead of being the adc handbag with cc inside.
Player skill could be determined by how much wards were purchased, and where they were placed. Gold was used for wards so that people could essentially buy wards for teammates who were behind.
Destroying a ward meant denying enemy gold not just cooldowns and vision.
IDK, i just preferred the old system more. And i feel that certain champions, especially those that can go invisible, fit the late game environment well and should be supported in that situation if they are able to get there. I'm sure most people would disagree with me, but that's my opinion.