Bounties have no place in ranked.
I understand why bounties exist for normals, they are fun catchup mechanics which help create a form of counter play for the player/team which is behind which creates these clutch moments which allow for you to rubberband back into the game. The main issue with them is they are horrible balance and basically punish you for doing well in any respect.
The first reason why bounties should be removed interms of devaluing targets is that suddenly their ability to split and beak up defenders becomes insanely powerful. Take nasus or singed as they die more and more it becomes less and less valuable for the wining player to match their split. Every mistake they make and kill you make nets you 180g or whatever where as if they get lucky, if you make a mistake, or someone rotates on you they might net up to 1000g. This problem is further compounded by the fact that the more gold you are worth the more powerful a split push is because one team is losing a guy worth 10k while the other team is losing a guy worth 7-8 or 9k already putting them ahead on the rest of the map. If you dont rotate then you lose structures etc.
The problem with bounties increasing vs players is that there is already a massive incentive to kill high value gold rich targets, this is because you are removing a lot of gold from the enemies scrimmage or teamfight, to further pile on extra gold just creates this massive imbalance where an early game champion can suddenly slingshot a late game champion through 1 poor fight. This problem is made only worse in that if your worth a lot of gold you suddenly need to re-evaluate how to play you might not be able to play the way your champion is designed to as the risk for donating 1k gold is too high and depending on the target it might not even be worth it.
I dont think that the losing team should be given rubberband mechanics in any way. MOBAS are built on the same architecture that RTS are its about macro strategy, micro tactics and control. In Starcraft if your dueling another player if they are ahead minerals you dont get more minerals per second to catch up. I think its a good feature for normals but for ranked it is a horrible system rubberband mechanics might be fun for the team who pulled back a massive deficit but that enjoyment is a direct result of the other teams misery. To be ahead and to have game systems prop up the losing team to help them beat you is a horrible feeling. Every kill regardless to anything about the game state is worth 300g you shouldnt be able to recklessly waste deaths knowing that the advantage your giving the other player is meaningless so long as you havent killed anyone.