Also, to improve, you probably have to lose a bunch of games while you're unlocking that new knowledge. The toxicity of teammates kind of steers people away from that. Thus people get stuck at where they place and never go up or down significantly.
Winning is a zero-sum game. If they target something higher than 50%, there would have to be a reservoir of players willing to take less than 50%…
Now, winning a single game of LoL is zero-sum, but you can't say that the ratings themselves are. Without knowing what the actual system is doing, we can't assume that players are losing/winning the same number of ranking points in a game.
Trying to draw parallels with singleplayer content where you can progress regardless of actually getting better is a lost cause.
It still averages out to 50% winrate. Just because you can force a point of convergence does not mean it is the correct point of convergence.
The competitive ladder climbing meta is really about recognizing when you shouldn't be playing and not playing then. Interesting angle to optimize.
Achieving an equilibrium is step 1. Allowing for upward mobility is step 2. Enabling that upward mobility to occur (correctly) over fewer and fewer games is step 3.
Alternatively, you could also skip step 3, and profit off of smurfing.