I find it interesting that you describe his issues as a matter of perception when you bring up objective issues with his current power level.
Firstly, while I cannot speak for every other Urgot main, and every other post, but I can say that both I and many other Urgot players I have spoken with aren't saying "Urgot is terrible now". I think you're using a bit of a strawman logical fallacy here by saying all of our issues are irrelevant due to Urgot still being a playable character without an abysmal win rate. As I said in my post that managed to get a bit of attention and controversy, the biggest problem was that Urgot's statistics just weren't warranted for a very heavy nerf. You cannot dispute that nerfing a champion's healing by half on the rune they take over 90% of the time is not a heavy nerf, especially on a slow Juggernaut without healing in their kit(Something Juggernauts NEED to have access to, as to counteract their weakness to CC and mobility). According to the very statistics you cite, Urgot's winrate has gone done nearly 1% in a very short period of time from 52.5% from before the nerf. As I mentioned in my previous post, Riot publishes what numbers they feel require a nerf for a champion at each elo, and at every single one Urgot was in line and not needing a nerf. So nerfing him was not fair or needed, especially when you consider that every other bruiser in the game did not receive that nerf, and continue to have higher win rates than Urgot, especially after the nerf (Looking at you, 55% win rate Mordekaiser).
The "restrictive feeling" you mention is not just a feeling, it is an objective problem on the champion that already gives him issues winning games, and is only amplified by the latest nerf. As you say, he is classified as a ranged champion, yet gets to both build nor play like a ranged champion, yet gets nerfed alongside all of the ranged champions, and cannot effectively itemize as well as other melee-characterized champions in his bruiser/juggernaut class. By nerfing conqueror on only him, and not for other melees, especially Juggernauts, even more tools have been taken away from the character while the competition gets access to more. The problem now is officially characterizing Urgot as a melee. As you, and I both have mentioned, Urgot does not play like a ranged character, and due to every aspect of his kit, he can't even itemize with ranged items. He plays as a melee champion because in reality, he is one. It's time to start balancing him around that fact and cut him from ranged classification, even if it means rebalancing him a bit with the ability to build things like Sterak's or Hydra. Why does every other Juggernaut in the game get to have more options, more tools, and more ways to play than Urgot, just because of his range that he doesn't even use because his kit is balanced around his melee range W/passive? Why does alongside that fact, Urgot get nerfed because a class of champions/items/playstyle he has no way of using or being like? It does not make sense, and it constantly hurts the champion, and this is the essence of what we the Urgot mains are taking issue with. No matter if the champion has a 100% win rate or a 0% win rate, this just doesn't make sense from a game design perspective. By making Urgot classified as a melee character, and balancing him a bit around that and what it enables him to build, not only would he be a better more balanced champion, but he would also not have to deal with nerfs that only hurt the champion instead of balancing him.