What you experienced was the hero interaction design of the game.
As others have pointed, you had some tools to play the match, I will argue that your fear (butcher and Tracer engage) was actually the most viable situation to win a teamfight, because your comp can’t reach Guldan or Azmodan anyway, but I’m not bashing you or something, if the scenario was the opposite, posters would had pointed that you had Butcher engage and Tracer pressure, but I think it was mostly because this statement:
Do you think if the game change comp rules or just never make you face counters in QM then gameplay experience would be better?
How I said in the group/stack posts, the “problem” from a individual gameplay perspective is hero interactions, in this specific case you felt the toolkit of Ragnaros vs unreachable ranges and point and click assassins. You don’t “outplay”, you counterplay.
Leaving aside your positioning relative to enemies and teammates, stuff foreign to your mechanical gameplay is what decides teamfights.
Did Murky start the fight with octograb on Azmodan one screen away?(If he took the talent in the first place) gl, Tracer has now zero chances to die, you can make her retreat with damage but not kill.
Did Zagara overlap her maw in an already punished target? (I expect in a ringed Butcher with full Zeebo combo mid air) gl, you lost your wombo combo potential for 80 secs.
You can’t mechanically evade Butcher and dodging pulse doesn’t change much the engage situation (she would pulse the charged target anyways), you have to hug teammates and force enemies to missposition because majority of heroes toolkit revolve around guaranteed stuff, so a lot of the mechanical gameplay in teamfights is spacing (no idea if MOBA have a equivalent term for footsies) and coordinate tools with the teammates.
That’s why your post blaming hero matching instead of hero design doesn’t address the “fun” of playing the game itself in QM.
Replace that TLV with Abathur and try to mechanical counter that Tracer or Butcher’s double charge as Ragnaros, sounds like fun to me!
Due to pick/ban system nature of ranked (and MOBA in general), for example you can improve Vaalera silence for X seconds, instead of rework the engage interaction, because isn’t about you “outplaying” the mechanic, but having the right tool in the comp to “counterplay” the engage itself, translating into very bad situations in QM.
You can still try to do your best performance in QM and create best the scenario for a comeback if things align in late game, for example 3 man Zagara’s maw > wombo combo then core and gg, but is so meh from the gameplay perspective.
I’m not arguing that game should be balanced around both teams war charging eachother, but some degree of individual hero outplay in these situations will lead to less “unfun” matches.