I think true and max health damage needs to be reevaluated in general. Both aim to devalue tankiness, which then pushes tank and fighters to have more raw stats to compensate for the loss. In both cases, this power has been shifted to damage, rather than durability, leading to an environment where the game's most durable classes fall too quickly, but are frequently capable of burst. Eliminating target-agnostic damage from the game could allow said classes to revert to a more stable state, one where they would become more survivable without needing more stats, and where they could stand to have their damage nerfed without suffering too heavily for it.
As for Infinity Edge, I think the item needs to go, honestly. It's a stat stick that has become increasingly weird in its attempt to justify its existence in the game, and I think neither the doubled crit nor the true damage are particularly fun or interactive passives. Crit in general has this really weird and artificial power curve at the moment, and could stand to be reworked completely, now that the stat is limited to Zeal and its upgrades. I'd personally find it a lot better if ADC items generally offered certain amounts of AD in combination with either attack speed, CDR, or both, which would already offer more diverse means of stat branching than, say, AP itemization, which focuses primarily on AP and CDR.