The question isn't about whether "diverse" orcs will enable stories: it will enable stories that you could already tell for decades with humans. If orcs are to have a meaningful place in the game, a GM should be able to tell stories with orcs that he couldn't by replacing "orcs" with" "humans from a barbarian, nomadic culture and a long confrontational history with a settled culture".
I don't want to lessen the description I am quoting, because I like it, but there is nothing I see that makes orc "orcs" except two very insignificant points (skin color and lifespan):
Orcs in D&D are human-sized green-skinned humanoids
I don't think it's distinctive enough from human to make them orcs. Human comes in a variety of skin color, why not green in a fantasy setting?
that tend to live in nations, tribes, or clans in the wilderness. Like elves, they prefer nature, and want the world to be covered in forests and wildernesses teeming with life. They generally oppose the kind of organized civilization that humans bring. They see little value in building permanent walled cities, building cultivated fields for farmland, roads, etc. Humans invade a region and tame it to their will. Orcs are much more interested in being the alpha predators of their region, and living with what is there instead of changing it to suit them. Orcs hunt wild game, fish in rivers and lakes, tend groves of wild vegetables, and are famed for producing some of the strongest and most intoxicating liquors and wines. They often hold celebrations that feature games of athleticism or acrobatics or martial skill. Orc martial prowess is legendary in most parts of the world, with some of the greatest swordmasters known being orcs.
While flavourful, it's a depiction that could be made of an animistic, "nature spirit worshipping" human nomadic culture, with en emphasis on alcoholism and a reputation of being fierce warrior --something you often get from being at odds with neighboring cultures.
Most orcs will band together to face a common threat, making orcs powerful allies and deadly foes. Orcish hordes and war bands are legendary for their ferocity and tenacity, and many an army has fled the field before facing a charge from orcs. Some orcs are more hateful than their brethren, and reject the notions of peaceful existence, instead adopting the bloodthirstly ways of Gruumsh, an old, evil god of the orcs with a particular dislike for humans, elves, and dwarves. These "lost" or "dark" orcs may form war bands or hordes intent on looting cities and towns or killing other creatures they see as harming or invading the lands the orcs call home. Most orcs find such behavior distasteful, and reject the teachings of Gruumsh as self-defeating and pointlessly destructive. Unfortunately, because most orcs are disinclined to visit the cities of other races, the memory of these war bands has left a poor impression of orcs on many human nations.
Same here...
As a people, orcs are known for being passionate, proud, athletic, brave, and willing to act decisively and promptly. Orcs may also be brash, arrogant, or short-sighted. They are fiercely loyal to their clan, family, or code, whether that's their own by birth or an adoptive one. They are also known for being unwilling to let go of a grudge, an unfortunate failing they share with both elves and dwarves. In some areas orc feuds with elves or dwarves have lasted centuries, long past when even their longer-lived neighbors can remember the cause.
People in the Balkans recently fought a war with roots going back centuries... even if t's uncommon, century-spanning feuds have existed in human history.
Play an orc if you want to be quick to laugh, good in a fight, and a strong and loyal friend.
In following with their Orcs tend to be chaotic, much like elves. They live much shorter lives, of course, and so they are not patient
That could be a key-point in defining a culture that couldn't be human, if it was short enough to make a culture so focussed on a short time scale to make it unbelievable as a human culture. But the orcs would need to live a few years at most to make it very distinctive compared to a human culture.
or aloof in the ways elves are. Most Orcish settlements tend to appear smaller and blend in with their surroundings. Orc settlements are also often semi-permanent, as they may migrate or travel throughout the year to find better hunting. Though in war they are known for building large forest fortresses and palisades for protection when necessary, orcs like to use the natural geography to protect themselves.
I don't see a lot of thing distinctively "non human" in this description, not enough to justify having them as a non-human race.
So, while this description is cool, it is not enough to make orcs "orcs". In another thread, the idea of a nice mind flayer was toyed with, and as the adventure idea revolved around it's exclusive food habit, the adventure really couldn't be told with a human wearing a mask. For orcs to be narratively useful, they need to fill a niche that human can't.