On the other hand Klepto is A problem
For a game that likes it's nuances and plannable events, boy is it annoying to get a Sly Sack of Gold when you're in your final push. How about that Travel Size Elixir of Iron, mid-teamfight, giving you the tenacity to survive and the health to trigger Demolish with a bit more damage shortly after. That's fun for you, but how about your team and opponent. SO SKILLFUL! How about getting not 1, but 2 Elixirs of Skill in 3 minutes. And Travel Size Elixirs stack. That's fun. (You can consume Iron and Sorcery for both buffs.)
Obviously, there is a set of problems here.
The gold benefit of the skill is powerful (upwards of 700 in raw gold a game). The benefit extends to consumables you might get 30 of in a game, about 10 are gold, the other 20, sustain and raw stats values at probably 1-2k alone. (Pretty much a full item's value give or take over the course of a game.)
It's of course going to abusable by anyone with a ranged on-hit skill (looking at Ez, but side-eyeing MF and GP) but, it has no externally visible rules that let it be a plannable or counterable tool. The outward randomness is not healthy. The sheer randomness of the items gained by it is pretty unpredictable and that's why it's bad.
The reality, I think, is that the skill needs to be tweaked to eliminate some of that raw outward randomness. Once that's done, I would like to say that it would be a more manageable element.