My 5E campaign takes place in the larger D&D multiverse, so we kind of stick to he races by world and so on, but ultimately everything is on the table. Anything 3rd party, I just ask to see it and review it to make sure it fits.
If I run another 5E campaign again, I'd probably do so in an original homebrew world rather than revisit the D&D settings. As such, I might have ideas of what options would be available in mind. However, I also expect that I'd confirm with my players what kind of campaign/setting they'd like to play, and what kind of options they'd like to see.
Generally speaking, I try to not make such decisions in a vacuum.
When I'm a player, I typically play humans. Probably about 80% of my PCs are human. I honestly don't see the need to play anything else, and I find that elves and dwarves and such tend to lean very heavily on some racial archetype of some sort, and that tends to limit how they're roleplayed. Most elves are Legolas or Elrond, every dwarf is Gimli, and so on. This isn't always the case by any means, just seems to be a trend. I also struggle to think of a character concept that a human can't really cover.....even if some races may lend themselves to a specific conflict or struggle, humans can still do the same.
As for settings being human centric, I think that may be the case even in the presence of other races.....humans can be the kind of default outlook, and everything revolves around them. I think maybe this can apply at the setting level.....like someone could describe Greyhawk as human centric and I would understand why they did so. But in play? A campaign would probably depend on the players and the choices they made, and then the kinds of adventures they went on. Looking at a lot of the early modules for D&D.....I would not expect adventures or a campaign to really be human centric. What's human centric about the G-D series?