They're fairly unhealthy, but they are required to keep a champion's skill cap low. A lot of champions need to be simpler or need a point and click ability, either to make them beginner friendly or to keep them with a low skill cap. That said, the unhealthiness of a point and click ability fully depends on what the ability does, and it being point and click gives you a very good tradeoff: because it's targeted, it's single target. Basic attacks are a good example. Imagine if League made something like Izanami on Smite. Izanami has a passive that lets her deal more damage when low on health and has her basic attacks be basically boomerangs that deal 50% of her AD per hit. The closest thing to this in League is Twitch's ultimate, which reduces damage per hit down to a cap, and Runaan's Hurricane, which has a significantly smaller AD ratio. But imagine if Annie's Q were AoE. Say, for example, it was a skillshot that dealt damage around the first enemy it hit. She would no longer have an easy way to poke in lane and she would now have 3 potential AoE 1 second stuns in her kit. Not to mention that now, her entire burst combo is AoE, meaning that she could try to burst a squishy and any other squishy who's standing too close also dies, which is one of the things they're taking out of the Talon rework: they're making him more single-target oriented so that he can't dive onto the enemy ADC, burst them, and accidentally drop the enemy mage low or even kill them in the process. Overall, single target abilities have significant tradeoffs for them that make them balanced. Another good example is going to use a targeted ability and accidentally clicking a minion, that's a misplay by you that, if the ability weren't single target, would make no difference.