Zvt can't be played the same way as wol. Zvz has more variance to the roach wars, how roach bane, roach hydra, roach infestor interact isn't something you saw in wol, gasless is more viable, muta->bl or ultras can be played depending on map.
Zerg just felt more solid in wol. You had a endgame army, that you're trying to approach while not dying or over committing to lowtier units that will drain your gas, while in hots you're making a ****tier army to counter their comp. Sure it was borked as all hell, but it just felt solid you know? Like you always had a plan ingame, now I have to commit to making crap units to hold off a all in, followed by me having to semmi all in against the opponent. Which if it doesn't kill him or almost kill him he's going to eventually tech up an army that I can't beat, regardless of how much static or how many freeunits I send at him.
To solve this zerg would need to have a unit or a unit comp that doesn't have a hard counter.
If we take mutas in zvp for example, you either have to kill the toss, base trade, or transition into a different comp. If you stick to mutas, protoss will either build a army that will smash it head on or pheonixes with range which just shut them down. SH? Just harass while teching into a unkillable air army. Ultras? get a air army or heavy immortal based ground army and don't attack on creep.
My point is that Zerg just doesn't have a solid unit to make lategame, that isn't hard counter-able or becomes useless the longer the game goes on. I doubt LotV will change this but **** man, its incredibly frustrating to lose to a much much worse player, just because he knows how survive long enough to build x units.