I mean, with the Aatrox thing, they announced back during the last roadmap how drastic his rework would be to his playstyle. Dunno if anything came of that from the Aatrox playerbase during that roadmap, so enh. You also need to consider, that people hardly ever like change, as seen with the plants.
You don't know how something will work until it's released on a mass scale, playtesting can only do so much. You also can put too many eggs in what the community thinks, especially something like Runes, because they've been a thing for so long that most people just accepted them as a fact of life. How do you go taking in player feedback in something that's second nature to them? How would they know something better exists?
I think a lot of shit EA get's is deserved, but one thing I agree with them is a less "excuse" version of "Players don't know what they want." EA uses this as an excuse to disregard players opinions about a fanbase (Saying fans that want a real C&C game don't know what they want). The truth is, Players can only see so far in front of them.
How would they know, something is better? Metroid Prime was criticized for leaving it's 2D platforming for it's 3D FPS aspect, but Metroid Prime is an amazing advancement of the series. Not a lot of fans from the 2D age would tell you "You know what I want from my 2D game? Make it 3D and first person." Same goes for Mario Sunshine, a far relative from the usual gameplay of Mario, but still a great game.
So, my point, is how does a company strive to make their change Metroid Prime level of Success, when also striving to keep the familiarity of something old? It's hard, and doesn't always work, but the chance is worth it imo.