Uhh... They added win streaks specifically so that people can rise to higher levels faster if their MMR is high with the new matchmaking. They also made Amber and Emerald take less pips to climb out of. Winning 20 games in a row should gets you 38 pips which is enough to clear a single division alone (the longest division is Diamond with 35 pips needed to clear it) and is even enough to clear Amber+Emerald. Within the first days of the league there were already people in Diamond with much less trouble getting there, so I'd say it was a success in that one sense..
What I see as the issue is that even if the people who need to get out of a division can get out in a day or two, the matchmaking system doesn't help for variance in a single division. It will always find ten players in a division, whether you're at the highest or lowest tier (I don't know the actual variance range), and will always group the five best players of those ten together. And there can be a significant variance of skill in a division, while every player there still belongs in that division. Combine that with the fact that they removed some incentive for attempting comebacks... Unless everyone in the match is in the same exact tier and happen to have near identical MMRs tested after hundreds of games (and even then) it's just going to be the reality that you'll likely have a stomping or be stomped.
Like, literally, the matchmaking is designed to emphasize the skill variance in every match, which means every match is likely to be a stomp in one direction or the other. It's the direct opposite of last season's matchmaking, which emphasized fair matches as often as possible. This also means that both win streaks and lose streaks are more likely. It feels like Call of Duty. The only way to survive it mentally is to play it while taking every match a lot less seriously; about as seriously as you'd take an individual Call of Duty match. And if you don't play Call of Duty, like me, that means not so serious.