Removal of Teleport Cancel Punishes Proactive Play
Teamfights in League tends to shift extremely quickly and so does vision and vision control if both teams are doing their jobs.
The ability to cancel your own TP was a safeguard if the team fight suddenly shifted in an unexpected direction.
The punishment for canceling your TP was not going anywhere and blowing the cooldown.
Now if things shift suddenly or you realize you've been baited into a trap, you are dead. There is no way out. No getting yourself out of the situation. No decisions to make. You are dead.
Because of this, Top laners just aren't making cross-map TP plays anymore. Cross map TP plays during the laning phase was always risky. If you dropped down there only for nothing to happen, or worse still you die, you could be massively behind your laner by the time you come back top, and even lose a turret because of it.
But if you TP'd bot, and the bot lane got bursted quicker than you were expecting, or they just decided to ignore your pings and tp and screw off back to the fountain, you could cancel the TP and walk back the lane. Now the risk is far greater. Putting aside the turret plating which can punish the hell out of a roaming laner (which is fine), not being able to back out of a bad spot is just an awful feeling.
TP'ing to the other side of a teamfight around baron or dragon could zone an enemy team or bait them from the objective. It can still do that, but now if the enemy team collapses, you die and forfeit your buff, so why bother?
I'm a fill main, and I've been noticing I've been getting top a lot more recently and this is part of the reason why. I'm a team-oriented player and one of my tools lost. I can't understand the point. What was gained by removing the TP cancel?