Grevious Wounds and Healing: A Possible Solution
My solution is to remove GW entirely, get rid of executioners calling, remove the passive from morellonomicon and change it to something that fits the item better.
Now with no GW in the game self healing effects would start running rampant so to compensate for this lets add a slightly different mechanic, health protection (or angelic shield, or demon skin, naming isn't my forte). What this new mechanic would be is a new item and build path with a passive that reduces all healing effects of enemies attacking the target. The base item would be health+ weak version of passive, which can then build up into a health+armor item with a stronger verison of the passive, and a health+mres item with a stronger version of the passive.
Example Build Paths:
+
-> Weak Passive item
Weak Item +
-> Strong Passive Armor Item
Weal Item +
-> Strong Passive MR Item
With these three items added almost every champ in the game could fit them into their build if needed (everybody can use health and armor/MR, even adc). An entire team building these items would end up being a stronger against a self healing champ than current GW in teamfights, but if you are playing
or
and you force the entire enemy team to build a specific item to counter you, you are winning. More realistically tanks and other frontliners would build this item meaning that people would have a harder time lifestealing off them, but an overall easier time healing if they successfully dive the backline squishies who haven't built the item. The end result would be more reward for better decisions in teamfights. As for laning phase the people who self heal could still sustain through poke by healing off minions (since no more GW to make poke super effective), but would be less powerful when attacking their opponent if they build this item, accentuating their strength of sustain while not making them crazy duelists.