Not at all, Garen and WU for example had their passives WAAAAAAY befor those items ever existed, and those effects give them an intendet inate strength.
Wukong was ment to be a fighter that has high teamfigth potential and a worse 1v1 compared to other fighters, so his passive gives little vs a single target and high resists(back in the day 40/40 actually was high) duering teamfights, while his ult gives him utillity and aoe damage for teamfights.
His passive is there so he can go for more agressive bruiser builts and still be tanky enough to sit in the enemy team with his ult in teamfights. Ofc right now his damage just bursts a squishy and his passive does nothing to prolong his live in a teamfight against the redicolous damage thrown at him. But back when he was designed, his passive worked well in both design and power for makeing him a teamfighting diver.
The execution might not be uptodate, but the concept of that passive is fine and it inspired serveral masteries and stonepalte
Garen is ment to be a tierless Warrior that just keeps on going, and his passive allows him to just do that, he might need a tactical retreat every now and once, but he can stay on the map all the time and the only reacon to back is shopping.
I really don't see an issue with champion-passives and item effects beeing similar, as long as the passive makes sense for the champions kit and adds to the gameplay.
Why not re-use a proofen design if you want to achive the goals that you know it will achive? Since passives are not existing isolated but always in the context of a champions kit, all that matters is that the overall kit has a unique enough feel to it, even if single parts are borrowed from other stuff.
For some wierd Analogie: Would you say a Mai Tai and a Pina Colada are sufficiently different drinks apealing to differnt tastes?
Because they buff use rum, so that's rather lazy, wouldn't you say?