So in League of Legends the CC durations are INSANELY short. The reason they feel so long is because this is an incredibly competitive game and your teammates tend to notice your mistakes. This is also compounded by the absence of Diminishing Returns, so one mistake tends to go punished by others (as it should). The maximum stun duration (iirc) is Ashe at 3.5 second for max range - this can be reduced by Tenacity.
Take a look at WoW - a game that HAS Diminishing Returns and MUCH longer CC durations. Polymorph last 10-8 seconds depending on your patch, Fear lasting 10-8 seconds, Hammer of Justice (point and click stun, for all intents and purposes) lasting 6 seconds, Kidney Shot lasting 2-6 seconds depending on combo points, Cheap Shot lasting 4 seconds, Gouge lasting 4-5.5 seconds depending on talents/patch, Freezing Trap lasting 10-8 seconds, the list goes on. Without Diminishing Returns, one could literally have you crowd controlled forever without any hope of fighting back. With Diminishing Returns, this encourages players to actually get crowd controlled at opportune times to put them on "DR" to reduce further CC. Say you're a Warrior rushing into 10 enemies, they all use their stuns and now you're immune to stuns. How does one deal with peeling this Warrior off your team? You don't, hence why WoW is not nearly as competitive of a scene. This doesn't exist in League assuming you're positioned correctly and itemized right - every player has a chance to impact the game. They also don't reduce AoE damage to multiple targets in LoL, allowing you to, quite literally, 1v5 Pentakill the entire team with well-placed spells.
Now look at Dota 2 (going off the wiki) - Bane (Fiend's Grip) 5-7 second stun, Shadow Shaman (Shackles) 5 second stun. Winter Wyvern (Winter's Curse) 4.75 second stun. The list goes on for these as well.
My point being that you NEED to play reactive, and actively use your QSS/escapes/dodge/flash when faced with situations like these. In LoL we have skill shots. "Skill" shots. Meaning a player has to actively aim at you and predict your movement to hit you, leaving you with the opportunity to counterplay them. There are still point-and-click abilities (Irelia's E, Pantheon's W, etc.) however nearly all of them require you to be within a specific set of circumstances for those to occur. We also have a free Blink (Flash) to get us out of sticky situations and (attempt to) position correctly. While facing a team of Lux/Morgana/Jhin/Caitlyn/Zyra might not feel very rewarding for making 1 wrong move and being punished with your life for it with endless roots, realize that it was absolutely your mistake that put you in this situation. You also have teammates that notice the enemy team has literally zero CC if they've blown everything on you after this.