The design issues you speak of in LoL primarily apply to the Esports side of things, where they are legitimate issues. DOTA has several massive design issues of it's own as a pub game, which I've listed in the past (snowballing in pubs, courier, scaling on heroes, etc.). And solo queue is a shitfest because of it. I remember saying a year ago that DOTA makes for a shittier pub game, and though I love the hero design and prefer some aspects of it to LoL, my experience in solo queue is basically abundant confirmation of that. Literally about 90% of games involve a leaver, a ridiculous amount of feeding, and end in either an Abandon or a complete stomp one way or another. The amount of team communication is non-existent, especially as 2+ teammates are usually foreigners with a questionable grasp of English. The queue times for NA only are high and still involve foreigners because, apparently at least, the matchmaking couldn't find enough NA players.
It's not like DOTA is free of design issues even outside of the pub scene anyway. Lots of stuff is in the game just as a sort of legacy/nostalgia element or because of some random quirk of the WC3 engine. The amount of stupidly arbitrary interactions between spells that you have to memorize is fucking insane. What is arbitrarily allowed to go through BKB, what doesn't; what WC3 spell code allows XYZ status effect to interact with another PQR status effect (direct HP damage interacts with Cyclone's banish, why? because WC3. Banished units can't earn XP/gold splits, why? because WC3. Why does Pudge's Hook path that way? Because, uh, WC3 did it.)
Some of the hardcore DotA fans love it, of course, because they've painstakingly memorized a ton of garbage like this. I did memorize a bunch of it too, at one point.
That's not good or clean game design.
Let me also mention that the sight ranges and camera stuff in this game is also fucking insane and again, because of WC3 did it. The camera is zoomed in so far on your character that it feels pretty shitty, and it's because you're directly copy-pasting from a game that had it's camera built in 2002. Spells are much easier to see coming at you horizontally than vertically on widescreen, because of this. It's also easier to play Radiant because the gigantically bloated UI (hi, WC3) doesn't get in your face when you default the camera on hero when you double select, and it's easier to play Dire because the badly placed minimap doesn't get in your way when you retreat diagonally.
Reading GAF, I have the exact opposite impression.