In a competitive multiplayer game like League, balance is on a hair trigger at all times. We've all laughed when Riot mentioned the difference 3 base AD can make on a champion, but it's true, those kinds of changes can completely affect win and play rates. We've all felt this when our favorite champions received a nerf to their base damage by about 5 or 10 units and felt like they got trashed. The only time where it seems like we're not aware of this is when it happens to champions that are popular to hate, like Lucian right now, so targeted, effective nerfs (these ones might even be a tad excessive) will seem like harmless love taps on paper.
I think part of the problem here is that some players might unironically believe in nerfing champions to the ground just because they got a little too strong all of a sudden, or even deleting those that are annoying to deal with, but the larger issue is that Gameplay is still a place where emotions take precedence over reason. While it's useful to convey how you feel about a certain issue the game has, asking for hyperbolic, reactionary balancing, or immediate design action that cannot possibly take fewer than several weeks or months to do properly, is not so good. Every champion has a fanbase behind them and, while their fun should not come at your expense, the reverse is true as well, and if there can be a happy compromise where a champion can feel good to play, and good to play against, that's what should be aimed for.