It doesn't matter it hasn't changed.
A lot of people asked for mechanics against snowballing so they updated mechanics against snowballing.
The general idea of anything combating snowball in any game is: Player A obtains 2 units of advantage by executing something skillful. Player B didn't prevent them and is now in disadvantage. Player B executes something skillful defeating Player A despite Player A having advantage. Player A didn't prevent Player B from executing it, Player A failed to use his advantage, Player B is rewarded by 1 extra unit of advantage.
You complain about the bounty as If the enemy got it for free. They have to kill you. You have the gold from farming to buy items which aid you in preventing them from killing you. If they kill you, you failed to use your advantage correctly and you are punished. You are not punished for having advantage, but for failing to use it. This is anti-snowball 101. Force the reciever of advantage to use it cleverly and the enemy will never go "Oh he got this one advantage guess it's ff15" because you can leech from enemy's advantage.
We can argue whether it was executed correctly, whether the numbers are not too much (such as minor CS lead shouldn't lead to 450G). Theory and practise are different things and Riot didn't seem to hit the mark well with this change. However the very existence of it makes sense and adresses exactly what it should adress.
Also, it's one thing when something is fair and when something is fun. Look at Civ 6. Many players prefer Civ 5 yet Civ 6 is much better designed in terms of anti-snowball. Civ 6 has better balance but isn't fun enough, because of the very same fact - you work hard for advantage and it isn't satisfying enough because If it were, games are decided before the Victory screen.