The game is just full of nobrain-damage.
That's deeper than that.
Playerbase is improving as time passes, and the game (any game?) feels dull when you've fully understood the gameplay.
Basically, it's like playing fetch with your dog: the first times, it's entertaining for both of you, but you'll get bored quite fast and only your dog will truly enjoy it after a while. So you'll start diversifying the game: faking throws and so on, despite your dog not really needing it.
That's quite what is happening now in LoL: "dog players" (no offense ^^') wish they could play old fashioned for longer while "owner players" need that new, faster gameplay to stay entertained.
So, "owners", after having mastered how sustain vs automatic damages match ups work, needed some mechanic challenge, delivered in the form of more skillshots. But it appeared they adapted quite fast, so now you don't just have to react to the opponent, but to predict his actions, reason why damages look so heavy for "dogs" (again, no harm intended) who still are playing with a reaction mindset.
That step isn't easy now, because predicting is difficult and needs more dedication and work to properly figure it out, so it's globally overwhelming. Before doing anything about it, developers need to know if it's just a matter of time to adapt (which would be a good thing) or if that wall is really too steep to climb for most people.
That's why it looks like they're ignoring players and not fixing an apparent issue: they're waiting to see how many players are ready to do the extra effort it requires to align their behavior to the game. And if that number isn't growing steadily, they might steer back at a moment. Anyway, it's not mandatory for them to revert it and you may have to adapt or quit if they decide it's for the better.