The jungle is divided into three categories. Ganking, Farming, and Control.
Farming junglers, by definition, spend most of their game time farming. They attempt to use the lack of pressure to farm up much more guaranteed CS than if they were in lane taking harass, and endeavor to get enough gold to pull a full item ahead of their opponent by the late game and carry their team. This niche is important and is easily countered by early game pressure and some clever counterjungling and vision.
The Feral Flare item was added specifically because ganking is too strong, and there needs to be some incentive to play a jungler that doesn't gank. In this case, there needs to be a LOT of incentive, because ganking is such a guaranteed early game advantage these days thanks to mobility creep and the Chilling Smite ability.
Feral Flare was overtuned, nerfed into oblivion, then reworked into the original OP Devourer. Now that item has been reworked into the current Sated system.
The problem with Feral Flare was it gave too much sustain. The problem with Devourer was its synergy with Challenging Smite. The problem with the Sated Devourer is different. The problem with the Sated Devourer isn't that its passive is inherently game-breaking, it is that the passive changes the dynamic of farming junglers. Farming junglers have always been late game carries that pull ahead despite their team being behind from early game pressure. However, with some champions hitting Sated as early as 16 minutes, it becomes a genuine issue. Devourer can curb stomp through the mid game, especially because most melee combat currently is a stat check, and Sated Devourer's stats are beyond godlike.
So, Devourer doesn't need to be removed, certainly. It helps farming junglers because ganking junglers will just out gold them otherwise. It doesn't need to have its passive changed (though that is coming). What needs to happen is that the passive needs to stack slower. I propose that dragon only give 2 stacks instead of the current 5, and that Rift Scuttle only give 1. That way the item becomes much more consistent and much less snowbally.