It seems like in the upcoming 12.6 patch, Riot is aiming for a severe nerf targeting healing capabilities in League of Legends.
In recent years, alongside a slew of unbalanced champions, healing stats in League of Legends have been spiraling out of control. Simply put, the game's system, from rune pages to items, provides champions with excessive healing abilities. The result is that you need an enormous amount of damage to 'one shot' enemy champions if you don't want them to heal up immediately after. And this has led to extremely negative metas for League of Legends recently.

The main responsibility for this clearly lies with Riot Games, as they have faced endless criticism from players. And in the upcoming 12.6 patch, Riot shows that they will try to put an end to what's called 'League of Heal' with some very heavy-handed changes. First is the removal of the Greedy Hunter rune, followed by a slew of life-stealing items that will all be nerfed. Even the Legendary rune: Bloodthirst in the Precision branch cannot escape this 'purge' wave.

Major changes related to the healing system have just been applied to the PBE server
It seems like Riot will target healing capabilities in the next patch.
Bloodthirster: Lifesteal reduced from 10% to 8%.
Guardian's Bow: Lifesteal reduced from 10% to 8%, additional health per Legendary item increased from 50 to 70.
Nameless Sword: Lifesteal decreased from 10% to 8%.
Blood Blade: Lifesteal decreased from 20% to 15%. Additional health per Legend stack increased from 55 to 60.
Legendary Bloodsucker: Lifesteal per stack reduced from 0.6 to 0.4%, at maximum stacks you gain an additional 100 health.
Swift Strides: Interaction healing with Legend stacks reduced.
Remove Greedy Hunters.

Fundamentally, these changes are necessary to reduce the excessive healing potential that many champions currently possess. Especially as more and more characters are designed or reworked to exploit this stat to become overly dominant. It's no coincidence that Irelia is jokingly dubbed 'just needs a Bloodthirster to solo the team' when this champion can Q a few times into minions and be at full health with this item, which is completely imbalanced.

As a result, over the past year, healing reduction items have suddenly become 'must-haves' to counter opponents when ideally they should be situational items only. Hopefully, Riot's aforementioned adjustments will have a significant enough impact to put an end to the rampant excessive healing and restore balance to League of Legends.
