Every forum I have ever inhabited that was devoted to a game with an RNG sooner or later has a thread about how how the RNG is behaving weirdly. What's actually behaving weirdly, though, is the human brain.
See, it turns out that humans process information in a way that makes random things seem non-random and (some) non-random things seem random. Once you learn how this works, you can choose to ignore the voice in your head that says "Hey, this doesn't seem random" but you can never really get rid of it.
So, how does it work? Well, when something is truly random there will be times when something hugely unexpected happens. For instance, when flipping a coin you would not expect to flip heads 5 times in a row (this has a 1 in 32 chance of happening over the course of any 5 flips), but if you spend a lot of time flipping coins you will have some crazy streaks of flipping the same thing repeatedly 5, 6, 7, or more times in a row. These crazy streaks register as odd, but actually they are an expected outcome of a random process. Because the human mind is primed to look for patterns (likely for evolutionary reasons, since pattern recognition helps in survival), we automatically reinterpret random events to make them appear non-random where possible, and so with truly random things we can almost always manage to find what look like patterns by paying attention to the crazy streaks.
Back when Blizzard released Warcraft 3 (before they joined Activision and became the company everyone loves to hate) they actually released it with a RNG that wasn't random (or at least, that didn't do what it said it did), but it ended up feeling really random. They did this by preventing highly unlikely combinations of events. So, for instance, one hero character had a 10% chance to score critical hits (with 1 rank in the relevant ability). Rather than actually give the unit a 10% chance to score criticals, though, blizz made it so that every time the unit critted its chance to score another crit dropped substantially, while every time it failed to crit the chance of the next attack critting raised a bit. Over the course of a full game, it would always score very close to 10% of its attacks as crits, and unlikely events like critting multiple times in a row basically never happened. The ability wasn't actually doing what it said it was doing, but it felt like it was--in other words, the non-randomness of it felt more random than it would have had it actually been random.
TLDR; As Teremus said, "When something is truly random, it does not look random."