My problem with late game hyper carries is that they reach a point where they require almost no skil
They must require quite a bit of skill to make it to late game safely though, wouldn't you say? Let's look at some of the champions that one might consider a "hyper-carry"
Jax: Late game beast with the ability to decimate a team, but his early game is fairly weak and he is certainly vulnerable to ganks or all ins especially before level 6. It's easy to get Jax far behind and keep him there as he's a slow melee with a nice gap closer but his early game power is subpar. When Jax falls behind he has a very hard time getting back into the game for awhile. If he stays even with his lane opponent though he becomes a pretty formidable duelist. Once late game comes around and Jax is even or ahead of the team he will become unstoppable, but he has to play relatively safe to get there.
So there is skill in getting a hyper carry into the late game. Even at that, he still vulnerable to the same issues every champion is---if he is hard CCd he will be destroyed just like anyone else. Coordination is the key.
Trist - A pitifully weak early game, though her range and rocket jump allow her an escape if trouble comes her way, she is easily outpoked or out-traded by many other adcs. Trist needs some levels and lots of farm before she becomes frightening with her W resets. Her early game cooldowns are long, her damage low. She's squishy and if she's shut down or even kept even with others and other lanes are doing well then she's not a considerable threat.
Hyper carries are supposed to be late game monsters, but it obviously requires them to play rather well to get to a point where they can be beasts in the late game.