If players overcome those situations consistently, then it's not sufficiently difficult. I already see good players win in those situations, and it's more impressive because you don't see it all the time.
You are closing in on the actual problem: people can still overcome difficult situations (ganks, dealing with backstabs and general awereness challenges) but they are rarer artificially because the game has a hard cap (turn rate) on how much people can exploit their actual attention span / reflex time / overall motor/eye coordination. The skill oriented part of the game is what drives me, and if lots of people think the same maybe it can show a dissonance between the playerbase and the game, and justify modifications.
So yeah people still manage to overcome tough situations, but way less and players dies that wouldnt before, why? To avoid some netlag/animation spazzing up and to make combat a bit more realistic looking (people instantly 180° stabbing an opponent lol): the first is avoidable if coding permits, and the second is (for me) less important than gameplay (to a limit of course) and can still be limited.
Now I agree that we must temper our passion, thats why I'm a proponent of increasing the maximum turn rate, but not to the point we had 5 years ago. A compromise between realism/gameplay/animation.