While the tone of the OP could be better, I think there's somewhat of a point here, namely:
{quoted}
I want to point out that I've been saying there's too much fucking CC in this game for a long time now. Almost every champion in the game has crowd control
As a baseline, the average champion in League has about two separate instances of innate crowd control in their kit, not counting additional accessible effects like red buff, Frozen Mallet/Rylai's, etc. Out of the game's 137 champions, only 7 have no crowd control at all, and several of these counter their deficit through items and buffs, e.g. Ezreal/Lucian/Master Yi with BotRK (Ez also frequently uses Iceborn Gauntlet, and Yi often has red buff and ends up building Frozen Mallet), and Mordekaiser with Rylai's, a core item for him. In addition, it is not uncommon for at least one of those CC effects to be hard CC, i.e. a stun, root, knockup, etc. Effectively, in League it's completely taken for granted to have a stun or knockup in one's kit, along with a slow, and anything below that is considered a weakness.
When compared to other MOBAs, League has by far the highest saturation of crowd control, and I don't think it's entirely unrelated to the fact that melee classes have a hard time operating in close ranges: in HotS, for example, the baseline for most characters is to have no crowd control whatsoever, and only some of them have the option to get some via talents. In Dota 2, the baseline is a little higher, but still at one instance of CC, often just a slow or a mini-stun for heroes who aren't designated disablers. Both of these are games where melee champions thrive, even when there really are instances of long-duration CC, because they can't get locked down or kited as hard, and often have greater means of countering that too (several characters in HotS can make themselves unstoppable, and Dota 2 has the Black King Bar, which grants total immunity to magic for extended periods of time).
What I think League needs is not simply improvements to Tenacity and anti-CC options, but also a larger pass to crowd control so that champions lose what CC they have that isn't essential: Quinn, for example, could definitely keep her nearsight, but could probably lose her guaranteed knockback/slow combo on her E. Similarly, for a champion with tons of range, burst and DPS, plus a bit of mobility, Caitlyn could probably afford to not have her E slow enemies. Additionally, what CC that does remain needs to be made interactive for ranged champions and melee champions, which means taking a look at the likes of Morgana's skillshot root, and Fiddlesticks/Rammus's point-and-click control-removing effects. Applying this could help make champions feel less overloaded, and would help better define what they truly contribute and lack: while personally I'd like to reach a state like HotS, where only some champions have CC, and those who don't shouldn't require it to function, I'd be very happy with a state of CC akin to Dota 2, where most champions would have a means of controlling their opponent, without being able to majorly disable them unless they're designed to do so.