I am "Basically OK With That"(tm). Unusual race/class combos are, for me, a lot of fun. This is speaking from my Gnome Assassin, my Dwarf Bard, and, recently, my Githyanki Pyromancer experience in my current campaign.
Besides, it still won't mesh as well in fluff and even powers. A race that can't already teleport grabbing some of those teleport powers can be more incongruous.
See, I think the story of how an interplanar militaristic pirate who worships an undead soul-consuming goddess learns how to master the esoteric charms of the Feywild could be a really interesting story.
Perhaps she was abandoned on a raid? Perhaps her military group captured an eladrin that taught some secrets to be released? Perhaps there is an Eladrin organization making a devil's pact with some Githyanki outpost?
But, interesting stories aside, I'm also one for "future-proofing" game stuff, making it as broad and adaptable as possible. If I, as a DM, create an Int/Con teleporting race for my homebrew, and then don't have eladrin, my players should still be able to whip up an "eladrin knight" for use in my games.
PS: To tie this into another article...I think Rogue Modrons should be Int/Con.