Oh I see the confusion. I wasn't talking about the meta (which should change and evolve over time), I was talking about the actual design of the physical map. Just like whenever a new football league comes into existence (AFL back in the day, XFL, USFL etc.) they don't try to change the shape of the football field from a rectangle to a circle.
But the 3 lanes is something you can definitely change, including creeps, towers and everything that goes with it. If you reduce dota-likes to their most primary form, why they are fun and why people play them: many heroes/champions with unique abilities, similar to fighter games you don't have to play the same thing everytime and stuff takes time to learn, multiplayer teambased pvp, rpg elements. Laning and lanes are just a medium to deliver the RPG elements and act as a structure for the pvp. There's other ways to do this, that don't include lanes, creeps(I mean creeps that spawn every 30secs and go suicide into the enemy's tower) and other similar basic concepts. The RPG progression can be done entirely on jungle creeps as I pointed out before, which leads to earlier conflicts too(kinda like how shit happens when you smoke into enemy jungle for a lvl 1 fight or go for lvl 1 rosh or in lol case when you try to contest the enemy's blue). Lanes in that cases are redundant and don't really add anything. The towers can simply be replaced by doors you have to break to get into the enemy base, without creeps or multiple lanes. You could still have multiple doors to offer various points of entry which is good design, but that doesn't mean you need creeps there or towers outside to protect, or they can instead be capture points instead for example, see Dominion stuff.
There's many ways to go to reduce the system to an even simpler formula where you spend way less time fighting AIs and more fighting players. That's a bit similar to pure mobas, like Bloodline Champions for example, but I don't think a pure combat arena is as fun either so you still want to keep some rpg elements(leveling, gold, items), you can however massively simplify them and reduce the amount of time it takes to reach the pvp part of the game. 5-7mins of killing creeps in groups with small skirmishes, then 5-10mins of fighting people for map control/bigger items/finishing the game. You'd lose a lot of depth obviously but that's not a problem for the type of game that they'd want to design, similar to how Hearthstone is a joke compared to MTG but still has a lot more success.
If they try to do a real competitors I think they'll have a lot of trouble finding room against LoL, but if they do something different enough that is even more casual, not necessarily in terms of how easy it is to play, but in terms of time investment, then maybe there's something to be done. Could also end up being complete shit though.