IF you stick to the conventional game path for a minion/gold resource style game, i agree. I'm talking about something different...
It kind of came to me while watching the summer season and the MSI. I see a lot of teams splitting up 2vs jungle camps or 3vs jungle camps to help get a leveling advantage (among other things). In a loot style game, camps immediately drop items equivalent to their difficulty, instead of gold. So for example, if you wanted to start on the krugs or wolves, you could get a drop immediately that starts you down a build path. The game already scales the camps up, the longer the games goes on. The loot tables could level with them. An RNG would have to be employed to make the drops more random, but you could gear certain camps toward archetypes (blue buff = AP gear, red buff = AD gear, golems = armor, health, MR).
In a loot style game, yes, you would have to start by farming camps. You still would have to ward, and communicate, so that en route to another camp (or roaming lane monster), you didn't get caught out or ambushed. By dropping items immediately, the game pace would definitely speed up, pushing skirmishes to happen more frequently to increase drops from opponent kills and to keep them from camps. The end game would still essentially stay the same: kill towers, kill base, win.
The big change is in how you get there. Abandon the purchase system for random loot drops by focusing the action to objectives and skirmishes, instead of farming, loot gear, etc. Also, not suggesting a total shift in game design, just a cool alternative map strat like URF or Hexakill.