Coincidence, but not correlation.
Progress: if you get better at executing your hero, macro, or coaching, you can make more of matches over a longer time and improve your rating. Depending on your limitations you may never make it to GM #1, but you can get better. Easier to observe the other way around, if you intentionally just fool around, you’ll keep losing.
Influence: If you are at your exact rank, then you are perfectly average, so you have a 50% chance to win. If the MM succeeds at putting together perfectly fair matches, then there is a 50% chance for either side to win. By design, by definition. It is all decided by a tip of a needle, and your influence is exactly zero.
But, having lost, you are now rated a little less, so your influence is a tiny bit above zero.
It’s a bit hard to figure out what’s your influence when you are the weak or the strong link in the team, given it all adds up, and it’s zero, but from an execution perspective you may feel like you keep it together by carrying or not failing.
Also, the MM doesn’t always create exact 50-50 and it’s up to you to capitalize on it.
Also, some people do it in a volatile fashion. So their influence is zero over a hundred matches, but they have throw days and then tryhard days. OTP countered and OTP abuse days. And they can change the ratio. But it’s not like you can step above your limits. You can drink an extra coffee or two, but then it either becomes your baseline or you’ll fall back.
So it’s 99.99% about the macro game, improving yourself, OR, very big OR, just having fun, shootin arrows and wearing people down with your beam, or impaling people with nasty spikes the 13932th time, because it’s fun how they fly up a little. Just think about Orb Mings. Whoosh, bam! They’re having the best time! Alongside cheery Tracer.