You did deserve that victor because you opted with a 1% crit rune instead of the standard Ad rune.
No, I really didn't. I took a bet that once every few dozen games, I'd win a trade because of something neither I nor my enemy could control, and I gave up nothing significant for it. I made no real choices to earn that vitory.
By buying Crit items early you trade sustain damage for the potential damage.
That's definitely not true. The early attack speed from a zeal is the most effective dps you have when following a BF sword, and you get the hurricane for increased sustained damage over other options, as well as pushing power. Mathematically, there is nothing you could purhase that would you give you a higher expected dps than AS/Crit after a small amount of early AD. That's why people do it.
You have to remember, crit is a sustained damage steroid. At its core, 1% crit is a 1% increase to expected autoattack dps. That is its primary function.
The only thing you give up with is a small bit of ability damage, but for any carry that uses these builds, that loss is not significant compared to the increase in dps.
People play around critical strike by buying items such as randuins omen, thornmail
This would exactly as true with a %autoattack damage increase as with this system. RNG is not a factor in how those items function.
If youre hit by a critical strike you adapt by evaluating the situation and play safe and change the way you approach the fight.
While that is the ideal, in practice, I find this is virtually never true. Getting hit by one crtical strike in a fight is never a reason to readjust your priorities, because you expect that. You expect a certain number of crits, because the prng system Lol uses almost guarantees that. By the time you've been hit by too many, you're too close to dead to significantly alter your play.
The best play around crit is always to expect no deviations from the norm, because significant deviations from the norm are so rare that playing around them causes you to give up opportunities you would otherwise have. That's why crit sucks. It takes something which is mathematically the best decision, and then unpredictably punishes you for making a decision you couldn't better.
I believe a good mix of rng and skill is required for a enjoyable game.
There is good rng and bad rng. Good rng allows you to make decisions around it, allows you to predict outcomes and adjust based on changing situations. Runes in dota are a great example of good rng. You know when they will spawn, you know what the possible outcomes are, and you know there isn't kind of expected outcome you're playing around.
Crit is bad rng, through and through. Your best option is to play as if it isn't random, it unpredictably deviates from what is normally a very expectable outcome, and it gives you very little time to react because even its variations from the norm initally look like standard procedures. The potential to make decisions around it is as close to 0 as a random system can get.
Removing all aspects of Rng will definitely make a game boring
Removing bad RNG won't hurt the game at all.