I feel like you're deluding yourself, season 1 was probably the time when the game was most heavily balanced in favor of offense.
I started playing before Season 1 - the week that Akali was released. I distinctly remember it because the friend who was teaching my wife and I the game was kind of a jerk and couldn't resist trouncing us with this assassin. I couldn't understand on my first day what I was supposed to do about this character that could fly most of the way across the screen and insta-gib me.
Looking up a timeline now, I thought there was more time from when I started playing to the beginning of Season 1... maybe it feels longer because I played very heavily at that time. But I definitely remember that after they started pushing for LoL to become its own professional sport that they also gradually pushed for the game design to be increasingly fast-paced and harshly competitive. I hated the game when I first started, but stuck it out for social reasons until I got good enough to keep up with my friends. Then I was happy with it for a while. Then I grew to hate it again, as I found the playstyle that I fell into as both viable and fun for me felt like it became impossible to pull off anymore.
If anything, my delusion may be failing to account for graduation to higher levels of matchmaking, but I definitely remember watching defensive items and abilities get continually nerfed while offense was continually buffed for a long time, back when I was into the game enough to read all the patch notes. On the other hand, you may not be accounting for how much the game changed over the year-long course of Season One, and making a blanket statement about that entire period based on what it was like at the end. Regardless, I remember many epic 60-90 minute games, many of those coming back from the losing side of a 3-1 difference in mid-game score ratio, and my fully built 100% defense Mundo being evenly matched in a duel against a fully built 100% offense Yi. I finally got fed up and quit (aside from ARAM), probably somewhere around halfway through Season Two, because those things just stopped happening altogether.
Think of it this way. Everybody is godmode. Then which team wins? Whichever one can siege harder. Nobody will die except in a minute long full on engage, and even then the most eventful thing likely to happen is Banshee's gets popped a bunch. The game turns into a grindfest where everybody knows who has won already, it's just an hour long formality as your inhibitor turrets lose 100 every wave, and 25 fucking creep waves later you maybe finally get a fight, but nobody dies and it is a sound defeat for your team and they take an inhib. The next 5 minutes are the enemy team cautiously approaching your nexus turrets, getting 1 or 2 potshots off at the turrets, maybe destroying 1 turret before having to kill the inhibitor again, eventually after far too long finally managing to kill your nexus. It doesn't matter if you get the jump on them and start a fight heavily in your favor because they can just disengage and go heal and continue sieging, and even if you kill them, what are you going to do? You maybe take an inhib and baron before they respawn, they stall out the game a bit then resume their previous dominance because it's purely a matter of teamcomp and who can waveclear better at that point.
I understand what you're saying, but you're relying too much on hyperbole to make your point. Making gameplay more forgiving isn't the same as everyone is godmode. I think that major consequences should be the result of major mistakes, not the result of stepping a few pixels out too far a split second off-time. And in absence of major mistakes, advantages should be limited and result in slow advance. I recognize that this is a fundamental difference between us in what we see as fun, and I've debated this enough to understand that what Riot is doing isn't necessarily bad game design because lots of people like you enjoy it. I just don't believe that it's the only way this genre of game can be balanced, and it's frustrating to me that the majority of players do.
Where you see that as wasting time delaying the inevitable, I see it as allowing opportunity for the disadvantaged side to compensate. I'm not a quick-thinking tactical or precise reflex-type gamer. Instead, I methodically test boundaries and develop a strong intuition and flow for navigating and pushing those boundaries over the long term, and I'm good at applying that to action games. I like to play snipers in FPS - normally the favorite of ultimate twitch gamers. In my case, I get a feel for the most opportune positioning and land shots by reading people's motions, putting my crosshairs a half second ahead of them, and releasing the mouse button when they walk through it. Back in my Quake days, I would get a feel for the movement of hot spots around the map and develop a route for picking things up and hitting encounters at the right times, often landing rockets in doorways just as people were walking through them without even thinking about it. And in early Season One of LoL, I would get a good feel for how many hits I could take and how quickly I could build myself back up to take some more. Out-sustaining my opponent was my preferred style, and I was also amazing at letting myself get worked down to low health, drawing my opponents into a tower dive, popping Fortify, and walking away one hit from death.
I guess the crux of my style as a gamer is I rely heavily on intuition, which is built on initial exploration of boundaries. If the game design doesn't allow for some forgiveness of mistakes, then I am pretty well fucked as a player.