Counter argument... sort of...
What if both gave you a little bit of stats every 2 minutes instead of only at ten minutes into the game? The old runes were as you leveled up.
What if it was either 2 of a stat per min (so 2 per min, or 2 armor/magic resist per min) OR 2 of a stat per level and then it would max out when you hit level 18 so it wouldn't infinitely scale anymore.
The problem with both conditioning and storm is that they take 10 minutes to come online. Where as before even if you had scaling stats you were gaining some amount of those stats as you leveled up eventually going even with the person taking flat early stats at level six or so. The other issue is that there is nothing to punish anyone for taking early stats because on the new runes you can have both. Nothing is stopping someone from taking both early game poke damage AND a scaling rune. So, the person who also has early game poke in their choices (like cheapshot or scorch) will still scale up as the game goes on from their other runes.
That doesn't make storm or conditioning terrible, but it does put an arbitrary handicap on champions who want to use those runes by keeping them weak for the early game, and usually a lot of those champions already have weak early games (such as most tanks or scaling mages who require their ultimates).