The thing is, there is only one real dynamic in dota, hero power levels. Map control and most everything else is just derivative of that. So every game is focused around making your heroes stronger, and how you do that depends on which heroes are currently stronger. Carries farm early while gakers gank, later you move towards team fights, there might be a emphasis on defending or attacking towers, etc. but this is all dependant on how strong each hero is at any given point during the game.
It would be far more interesting if there were other factors to consider and make use of, like if you could change the strength of creeps before taking all the enemy towers, via upgrades or temporary buffs. Or if you could capture things on the map and maintain control, or do raids on specific building targets to weaken your enemies.
AotZ was brilliant in this regard- both sides had a power generator that was off to the side of the lanes, fairly heavily defended with turrets, and whose destruction would deactivate all the healing wells for that team except their main one. Each team had several forward bases which spawned units of their own and had their own healing pools. Unit waves could be upgraded by hiring mercenary commanders, which would stay at the forward outposts, defend them (they gained levels with experience as well) and spawned units as long as they lived. You could also purchase single waves of extra units to help in pushes. There was a type of currency awarded only for hero kills that was required for certain things, such as upgrading commanders. Character equipment was generally not worth the cost, and so farming wasn't a big part of gameplay at all, and instead the focus was on getting hero kills, killing commanders, and destroying key structures. And the heroes were incredibly varied. There was an archer with a global ballistic skillshot (you had to land it right on the enemy) that did damage based on distance travelled. You could one shot heroes or commanders using the skill, if the target was distracted long enough to stay in place and you were far enough away. Another character had an insanely long channelling spell that culminated in a meteor strike causing massive damage to friend and foe alike in a massive radius, including structures, killing the caster. 2 or 3 of the characters didn't even have normal attacks, just spells. Hell, one didn't even have attack spells, and was basically a pacifist. Tons of unique shit like that.
The result was a game with many dynamics. The team with stronger heroes didn't necessarily win, and not just because they goofed in a fight and got killed by weaker enemies or forgot to defend their base, but because the opponents had other advantages that trumped the fighting ability of the heroes.
By comparison, when you start a game of dota, you pretty much know how the early phase is going to go with laning, when and where people are going to get ganked, where team fights will happen, etc. Nobody ever 5 mans bot lane to take the tower right away and then hangs out in the enemy jungle constantly ganking or trying for rosh because none of that matters as much as getting everyone levelled up and itemized. Ever. 5 level 16 heroes with a 500gpm carry trumps everything as your goal. Warding and taking towers and ganking is all done just as a means to that end, because you'll never get an early rax off a decent team, and towers don't mean anything except a temporary spike in gold and the loss of a permanent ward.