Eberron, for example, has already moved past intelligent humanoids as 'always X' and has moved them all 'into' civilization and thus treats them with a more appropriate amount of nuance. That seems like the right direction to me. D&D has enough actual monsters, demons, devils and whatnot that it can afford to stop 'othering' intelligent humanoids. Individual DMs can always forge a narrative in that vein if they want to.
In fairness, one of Eberron's main tenants towards noir is that you can't judge a book by its cover. Meaning that with very few exceptions, all D&D monsters aren't bound to thier MM alignment. Specifically, the nation of Droaam is full of the "rest" of the MM that aren't necessarily filling there MM roles either, medusa stonemasons, harpy couriers, ogre laborers, gnoll mercenaries, etc. Now, it's not a utopia; many of it's residents haven't been "civilized" long and it's still got plenty of violence as a way of life elements, but it allows not just orcs and goblins into not-othered, but the whole freaking MM as well. (A small exception to nonsentient beings or planar monsters, and even then...)
That's a radical departure from the default Faerun/Oerth version presented in the MM. Because if orcs aren't all evil, why not ogres too? Why not trolls and giants, harpies and sahuagin? Why not vampires and werewolves? (there are plenty examples of nonevil ones in pop culture) what about color-coded dragons, or genies like Djinni or Efreeti? Why keep free will as a humanoid-only trait? Why have alignment in the MM at all?
Certainly, this works for Eberron and it's one of the elements that makes Eberron unique. It doesn't present the MM or PHB default versions of most everything from necromancer elves to druidic orcs to a organization of multicolored dragons obsessed with prophecy. But to do that, it yeets a lot of other existing lore, like Tiamat, Gruumsh, and the all the demon and devil Lords. I'm not sure the Eberron answer is the best one for the default game, much like how in 3e Eberron got the magic item economy right but it still wouldn't have made sense to import Eberron's magical creation forges or artificers to the Core game.
Honestly, I think Wildemount, not Eberron, is the future. The assumptions of Exandria are closer to that of the core game, right down to the planes and deities, but still creates more space to allow for greater exception. There is an entire drow nation of Drizzts who left Lolth's oppression, and while some orcs have gone and lived in society with them, others still feel the call to Gruumsh and act as raiders and destroyers. I see a future Faerun though which mimics this split easier than I could the Eberron "alignment doesn't matter" method. And I say this as a far bigger fan of Eberron than Exandria.