I agree with this, and I don't think it's all that new, either. It's already been years since League has entered a state where entire classes of champions don't feel useful unless they have crowd control, and AoE damage is casually handed out to champions who should absolutely not be specializing in AoE, simply because it facilitates their waveclear. New Galio is a clear example of this, I think, as he's been turned from a champion with only two CC abilities, one of which is truly significant, and who only cared about AoE damage when ulting, into a champion with two dashes, both of which have an AoE knockup, and a spammable AoE damage on-hit effect on top of his other AoE damage. At this rate it feels like many older champions are falling out of favor simply because they can't do as much as the newer additions, and not just because they have gameplay or identity issues.
While I have many criticisms about Heroes of the Storm, and consider League to be better, I think the game offers a glimpse of what could potentially be a healthier design environment: in it, there are a great deal many champions with no innate crowd control (Abathur, Kharazim, who's also a support, Samuro, The Lost Vikings, etc.) melee champions with no innate mobility (Arthas, Gazlowe, Murky, Uther, etc.), and champions with fewer mechanics overall, but who still manage to be viable, and who get to do very impressive things that would be impossible in League. CC, damage, durability, mobility and utility are all useful strengths to have in that game, and there are quite a few characters who can do many things at once, but practically all of them have a place in the game, and none of them are faulted for a lack of those strengths as hard as in League.
When a champion like Lucian, who has some of the best mobility in the game on top of great burst and DPS, is said to "not contribute enough" by Riot themselves, that's when I think there's a serious issue, and I think the devs need to do a pass where they scrub as much extraneous power from kits as they can, handing effects and mechanics only to champions who are meant to be strong at them, and adjusting the game environment to better accommodate champions with low waveclear, weak crowd control, low mobility, poor damage, etc. It's one of the reasons why many champions often feel like they share too many gameplay features with each other, and freeing up the game's design constraints could allow for much more unique and quirkier potential playstyles.