You might not, but others would. I would give a mountain dwarf, half-orc or dragonborn smith an 18 strength. Or maybe not, because they are individuals, but I would take their race into consideration.
So, you would decide "I want this character to have a strength of 16" then write down 18 on the sheet? Because to be clear, I'm not imagining someone who says "I will give them a 16 because with the +2 that's an 18" because again, most people don't consider what stat then get the end result, they just write down the end result.
And I don't care what exact ability scores ever single individual in a race has either, but I do care what they have in general. So I don't know what dex score all halflings have, but I know on average it will be 2 points higher than most other races, and that tells me something important about that race.
And what it tells you is the same thing for Halflings, Elves, Goblins, Tabaxi, Aarcrockra and Kenku.
But what I've noticed is that people tend to take the same information (+2 dex) and interpret it differently for each race, and I'm always left wondering how they know that +2 dex means halflings have nimble fingers while +2 dex means that Elves are lithe and graceful and +2 dex means that Tabaxi are fast with cat-like reflexes. And it is never all three, it is always that each race has one of these attributes that their shared bonus "means".
So here I failed to emphasize that they are not just talking about removing default, static ASIs, Tasha's also removes default proficiencies for a race. So Dwarven Combat Training might now be training in cooking and playing the harp. Tool Proficiency might be calligraphy. In addition to removing their default +2 Con and +2 Str or +1 Wis.
That's fine for an individual, but culturally the dwarves should focus on their culture. Otherwise they don't have a culture at all.
1) It doesn't "remove" them, it allows them to be swapped for something of equal value.
2) You literally admitted the thing. It is fine for an individual. Because unsurprisingly not all people follow their culture, and heck it makes more sense in someways, allowing for dwarven warriors to be even more skilled craftsmen, because they are no longer "wasting" weapon profs. My dwarven fighter was already proficient in all four of those weapons, so that gave him more time to master even more tools, instead of just one. Or maybe he branched out and had other interests. This doesn't remove or destroy anything.
The "sure why not" was a response to indicate that it is okay for one race to be better than another at some things. Not to indicate that it didn't matter at all what they were better at.
And you are making my point with the Lotusden Halflings. If you remove the +1 wisdom you lose the information that they, as a race, are slightly more wise than other races. Which would include being slightly more perceptive. At least on average. Individuals can of course vary greatly within a species.
Which is information that is relatively useless, especially in your bell curve world. See, basic humans also have a +1 to wisdom (they get +1 to all stats). So Lotusden halflings are... just as perceptive as humans. Which makes them just average. Which makes them the same as everyone else... Unless we go that any race without a +1 wisdom is less perceptive.
And this is the thing that I think most people forget when they tout this "bell curve world" where the bonuses tell them what the race is good at. In 1e and other early versions of the game, humans didn't get any ASIs. Now, your basic non-V. Human gets a +1 to everything. So the entire bell curve is shifted one space for every stat, if you want to use humans as the baseline they have always been. Which drastically shifts the narrative of how this all used to work.
Yes, the example does work both ways. If you want to completely change what dwarves are you could swap who is the smarter species. The way it doesn't work is removing the racial bonus to intelligence altogether. It is hard to have a super genius evil species if the are just as smart as everyone else. If you swapped the dwarves and Illithids intelligence you could still at least make the dwarves the super genius evil species.
Gnolls do get an intelligence penalty. And again, if you want to make dwarves and halflings dumber than gnolls instead then you are changing what dwarves and halflings are. Just as removing default racial ASIs fundamentally changes what the races are. That's fine if you want to do something different for your game, but there should be a default, a baseline, that describes what a typical member of a species is, and racial ASIs are an important part of that description.
Gnolls don't have a racial write up as PC. So, I guess you are talking about the DMG information. Which, first of all, is deep in the customizing monsters section. It literally comes between "make your own monster" and "give monsters class levels"
It is also wildly out of date and full of inaccuracies. Just a few examples:
Dwarves on that chart get a +2 strength or a +2 Wisdom in addition to +2 Con. They also don't gain any hp buff from Hill Dwarf, or Mountain Dwarf Armor. Or the Dwarven Weapon Training.
Drow aren't given their Drow Weapon Training. Also, it is hilarious to realize that if you applied the "drow" bonuses to just about anything in the NPC section, you'd never get the drow statblock.
Elves, again no weapon training, no subrace abilities. I guess this is all what that "refer back to the PHB" asterisks must be for, because this is getting a bit embarrassing how poorly these depict the race, let's try a non-PHB one.
Goblins, -2 strength, that has never been the case for an officially printed goblin PC option. Even when Volo's had negatives for Orc Intelligence and Kobold strength, goblins never had this.
Kobolds here have -4 strength, double what they ended up with
Hobgoblins have none. Nothing. No bonuses or penalties at all. So much for them being smarter than dwarves.
Lizardfolk -2 Intelligence and +2 strength, nothing like what was printed in Volos.
Kenku had an ability called Ambusher, that vanished when switching to Volos.
So, yeah, I could look at that chart and see that Gnolls have -2 Intelligence, but considering how different, incomplete, and just flat out wrong that information is by now, I don't see why I should. Pretty much nothing in it is accurate anymore.
But also, returning to dwarves, you seemed to have missed why I found your argument silly. Yes, Mind Flayers are super intelligent evil geniuses... that doesn't tell us anything about any other race. Mindflayers are smarter than just about anything else. So saying it makes perfect sense for Hobgoblins to be smarter than dwarves, because MindFlayers exist and are smart, makes no sense. I don't have to fundamentally change dwarves to make them as smart as humans, who get a +1 INT. Or as smart as Hobgoblins. Who originally had no bonus.
This is the thing that drives me nuts, you have taken a position that these bonuses are so important that their removal fundamentally changes the race, and yet the changes to lizardfolk and hobgoblins seem to not even have registered with a lot of people. You say removing the Intelligence bonus to hobgoblins would fundamentally alter them, and yet, it was added in the first place, mid-edition, to a resounding.... silence.
This is about NPCs. Maybe you are confusing me with a different poster. If a single player character of a race has wildly different stats than a "normal" member of their race, they can be the exception. If the entire race is that way they are no longer the exception, they are just like everyone else.
And I'm not sure why it matters that there are monsters with a high intelligence. I think I have made it pretty clear that I am okay with different species having different average levels of intelligence.
Well I would imagine I would look at their stat block before I put them in a campaign and would see they have a 13 intelligence by default.
I could then decide that this particular rakshasa was smarter than average and bump it up, or I could decide that he has a simpler plan, but makes up for it by having a keen insight into people motivations and inspires unwavering loyalty in his followers despite obvious evidence of his Evil because of his almost supernatural charisma.
She certainly could be. I think she would be perfect as the mastermind behind the throne trope.
Individually sure. As an indicator of general racial ability? It does matter.
Changing individual stats as the need warrants has always been a thing.
See, you skipped right past the point. Where I bolded, that is where you proved that this debate has nothing to do with NPCs.
"Oh, this Rakshasa's default intelligence is too low for what I want. Guess he's smarter, bump"
Or, most people would play him as smart as they want, and not change his stats. Because his intelligence doesn't get used at all. This is one of the reasons a Mindflayers intelligence is so high, because they actually use their intelligence in combat, via their intelligence based abilities. It is the same reason why there is no monster meant to be fighting in melee who has a terrible str and dex, unless they are CR 0 animals.
And so, if you want your dwarves to be tough... bump their con. It is literally that simple. You seem to think that if the Racial ASIs in the
Player's Handbook are changed that the Dungeon Master suddenly must change their world to reflect the new reality of the entire race of
Non-Player Characters. But that is simply not the case anymore. It may have been the case decades ago in previous editions, but it isn't how 5e is designed.
Floating ASIs apply to the players, but they do not need to reflect anything about the larger population, because the DM can always change that.