As an extension of my reply to you earlier, I feel the primary problem here is that the aguments over how potent the choice of a race are not diametrically opposed.
While there are those who exist at those points, much as there are for any particular position, those people are in political terms the "vocal minority".
The solution IS compromise, and given that 5e is seeking to appeal to the widest range of players by providing multiple ways to play, the compromise is obvious.
The solution is that both answers, in fact every answer is correct.
Race should be important, if the DM determines it to be so. Race shouldn't be important if the DM determines it to not be. Race is moderately important if the DM decides to ride the middle.
The extreme solutions of large limitations, large bonuses/penalties, restrictions, minimums and maximums or "everything is fluff" will satisfy only a very very tiny minority of players.
So the solution is to put the power in the hands of the players, the DMs and the players their particular campaigns. Is Joe wants to be the dwarfiest dwarf to have ever dwarfed, let him take that +6 Con and -6 Cha, give him feats, both useful and flavorful that will give him an "Iron Stomach", a "Hairy Chest" and a "+2 when using maces". If Jim, in the same party wants to play the Efliest elf, but not quite the one to have ever elfed, let him take that +2 Int, -2con, and let him choose a few feats that make him feel more elfy. If Jane wants to play an against-stereotype Orc Bard who is rather run-of-the-mill physically, let her choose to take NO bonuses and have NO penalties. Let her choose to take no race-feats, let her make her character smooth talking and quick-witted.
The more power you give to the players, the less you attempt to rules-lawyer the system into one specific incarnation, the more you're going to get exactly what 5e is going for, and in fact, what every edition of D&D has really been striving for: the ability for the players to enjoy the game to the fullest.
The solution is rarely to force people into a specific box. Let people make their own box, let them cut holes in it and paint silly pictures on the outside, let them add spikes and make it mithril-plated. Let the players play the game they want to play. Don't make decisions for them, don't stuff them in a box.