Mo & Krill need to be in hugging range to use Combo, their hard CC move. The counterplay is to not be next to him all the time. If you're having trouble keeping distance, buy Extra Stamina, Warp Stone, even speedboosts like Fleet Foot can help a little bit. These are better items against Mo & Krills than Unstoppable.
Wraith's Lift has good range for a hard CC, but it isn't instant, and with enough Stamina and Speed you can outrun it for a short time. The counterplay without the typical anti-CC/CC-reduction items is to find a nook to hide in or to get behind your teammates so none of her teammates can fully capitalize on the lift.
Dynamo's basic CC is stuffed by cover, but it's fairly trivial to hit besides that. It's not a very hard CC if I recall. His ultimate is designed to be the best ability in the game, and as long as it results in at least one Hero kill it's usually worth it, even if the temptation is to catch a whole team with every use. Really, the best counter is to keep everyone spread out a bit, since if he fails to catch enough damage dealers, they can just shoot him from range and kill him. Or stun him potentially. It's a difficult one to counter, but it is on a monsterously long cooldown, and on a character who's not typically super durable.
I would much rather have the developers properly balance all crowd control, over adding items to mitigate them. Smite has an item that cleanses crowd control, and it became so prominent that they changed it into a core ability for every character and thus balanced the game around it. It speaks volumes of how poor the balancing gets when you need CC cleanse in every match.
Smite doesn't have many ways to avoid CC outright, if I recall correctly, because it's more in line with a traditional MOBA, like league of Legends or DotA2.
League of Legends turned most of their Unit Target spells into Skillshot spells, because not enough of the map environment allowed for juking or breaking line of sight, and not having enough ways to avoid being clicked on made Point and Click abilities the kings of all spells.
DotA2's terrain isn't. It's trees. Individual units of a type their own which break lines of sight, with paths snaking between what look at first like solid terrain chunks. They can even be cut down to aid movement, or to expose enemies hiding among them. This is how DotA2 gets away with all of it's Unit Target (aka Point and Click) stuns and CCs, there's a very natural and pure gamesense interraction any characters and any player can do to avoid them, which is literally hide and juke them. AoE CCs are either BIG ultimate spells, or tricky and slow like Lina's Light Strike Array or Leshrac's Split Earth, Skillshots in a way themselves.