Lack of counters needs to be addressed
Often, whether or not you actually have opportunities to play around an enemy is dictated by whether or not you were able to counter-pick them. Consequentially, we see many champions with a ~40% winrate against their own counters, and a ~60% winrate against those they counter. And while this is a problem for balance in and of itself, there's a more pressing issue.
Currently, and often times, there are several champions who have effectively no counters, with their hardest "counters" only winning against them 53% of the time, while they themselves have between 58-61% win rates against those they counter. Mundo, Irelia, Graves, Udyr, and Kayn, just to name a few from this patch.
There shouldn't be any champions with this kind of performance, because it means even those who should have strength over them aren't succeeding. And all they while the better-performing champions remain incredibly strong hard counters to others.
Now, the only realistic solution is to nerf said champions when they occur, which is on a patch-by-patch basis. However, there's always been this trend of nerfing the wrong aspects of cases such as this. They'll cut damage from abilities that are actually abusing their cooldowns. They'll increase cooldowns on abilities that can still instakill. Unfornately, calling for people to be fired and replaced has never worked, and so we'll likely keep getting the same incorrect solutions from gameplay designers and/or balance teams that seem to have burnt out and lack communication.
Of course, win rate isn't the only indication of a champion's strength, but this issue doesn't actually have to factor in pick or ban rate. Regardless of how often they're played or banned, the outcome still shouldn't be that they have no counters.