I'll admit I'm an old school D&D player/DM. I've never discounted a player idea in osr or 5e, but I still wonder. Turtle people (tortles) flying people (aarokara), dragon people (dragonborn)... and so on.
Why do people chose these races?
To me, elves and dwarves have a human element. But Turtle people, and cat people and demon people and dragon people seem like the new normal. Do people who play D&D now, feel more comfortable with role-playing animalistic type characters than before?
It is kind of off-putting when your player party is a bunch of bird people, elephant people, demon people, cat people... and so on. I mean are humans even relevant in D&D anymore?
Is it a role-playing thing, or just a ability bonus power-up thing?
is the normal for D&D 5e is ampthormorophic / furry role-playing? I don't think I've ever ran a group that had a single human in it.
Firstly: I don't think they're weird. That's a big part of it.
Secondly: I'm just a huge fan of dragons, so dragon-people are pretty much a shoe-in.
Thirdly: I REALLY liked what 4th edition did with the Dragonborn culture of Arkhosia. Dragonborn are one of the very rare examples of a "proud warrior race" that doesn't automatically couple that with "really dumb and/or ugly." Arkhosia was a center of civilization and learning (though Bahamut was their primary deity, imperial temples always maintained altars to Erathis, Ioun, and Kord--civilization, knowledge, and strength.) Arkhosia comes across as an imperfect but genuine effort toward building a pervasively just society, which fell due to a combination of hubris/vengeance (internal faults) and war/drought (external problems), and carrying on its memory and legacy makes for an interesting background concept for present-day characters. Being tied to dragons makes them charismatic, alluring, persuasive--this is not a brutal and instinctive strength, it is a thoughtful and (ideally) noble strength, one that can leverage words as easily as weapons. That matters a lot to me.
Also, I think you're having a slightly biased perception of what people were (or are) comfortable with: remember that at Gygax's own table, there were people playing a vampire or a balor, and the man himself apparently had no problem with the possibility of a character playing a young dragon,
so long as the character had to grow into their power. People running around with rayguns and the like weren't weird--they were just people who had played Barrier Peaks. Etc.
"Weird" races are simply races
you aren't familiar with, because in many cases they've been possible in D&D or at least the wider fantasy-game milieu for a long time. Consider the Warcraft universe where you can play as full-on orcs, and later (in WoW) as tauren (minotaurs), trolls, undead, night elves (essentially good-guy drow!), wolf-people, even panda-people now, but
can't play as halflings and half-elves (and half-orcs) are REALLY rare and special NPCs. Or the Elder Scrolls universe, which is over 25 years old now, where you have cat-people and lizard-people, but dwarves are explicitly not playable, both dwarves and orcs
are types of elf, and nothing even remotely like gnomes or halflings is available to play. Meanwhile FFXIV has roegadyn (essentially orcs), au'ra (vaguely dragon-y people), lalafells (halflings), miqo'te and hrothgar (two
different kinds of cat-people--"catboy/catgirl" type and "lion-man" type), and viera (rabbit-people), yet "dwarf" as we would generally understand the term isn't a playable race.
The only reason things outside the "core four" are "weird" is because people have chosen to stay in the bubble of Tolkienesque tradition. And that's a perfectly valid choice to make! I'm not passing judgment by saying that. But if you look to the wider world of fiction, and especially if you include the worlds that video games are set in? You really can't argue that reptilian races or cat-people races or whatever are that "weird." Some of the most important, widely-known fantasy universes have such things commonplace in them.
This is why I have continually called for NOT continuing this pattern of designating some races as "standard" and other races as "exotic." Instead, I think we should identify the KINDS of stories that tend to use certain options. A world with dragonborn as crocodile-people, longtooth and swiftclaw shifters as dog-headed and cat-headed people, and aarakockra as bird-headed people, would make PERFECT sense as a Fantasy Egypt setting! That could be a really interesting direction to take things! Or perhaps a Greek setting where the Spartoi ruling class of Thebes (note: NOT to be confused with Sparta) are dragonborn, while the Myrmidones are thri-kreen, etc. The world is your oyster--drawing on the disparate myths of cultures all over the world, it behooves you to NOT be limited to just what is "traditionally" available, but to consider what things would make for an interesting and rich setting.
Edit:
Good lord, are we really rehashing the entire "death of the author" concept here?
Authorial intent matters, and it should be considered to have
some more relevance than simply whatever-the-hell-random-person-A thinks. Works can, however, gain new relevance when contrasted with events that the author did not consider or which they
could not have considered because the work happened before those events. Authorial intent matters, but it's a place to
begin, not a place to
end discussion--and it SHOULD be the case that some interpretations are more valid, or more valuable, than others.