I do agree with you, the sheer level of CC in the game is currently crazy, if you sit down and count how many hard CC abilities are in the game its astounding. I think from memory their are only around 6 champions which lack a form of CC. However, I do not believe that the levels of CC are a problem, I think the problem is a lack of possible itemization.
For mages its not too bad because they can build items like banshees and zhonyas, although those are only of limited use based on the length of their cooldowns (especially after the introduction of runes such as magic hat), but for Bruisers, assassins, adcs and supports the choices for itemization are severely limited, QSS and merc treads is about it. GA is also an item but its not really the same thing.
Additionally, a lot of the CC in this game isn't even affected by tenacity (such as knock ups and suppresses) and a large amount of the CC in this game is one of those two types of CC.
A lot of "super awesome" players will just state their isn't a problem in order to seem better at the game (I don't understand why this happens but it does), but the truth of it is, there is too much CC, not enough counters to it, and the counters which are available aren't actually that useful in a lot of situations.
You have to ask why their is so much CC in the game though, why is this an issue? The answer is likely due to all the high mobility champions which have been added over the past few seasons, without a lot of hard CC, these champions would be overpowered. This is what has led to the CC problem, the other problem its led to is that non-mobile champions have somewhat dropped out of play as they aren't nearly as viable as they were, and as highly mobile champions are.