If I'm making a dish I want specifics.I did read the whole thing. You misunderstood my reply.
Let's say that I'm the head writer for D&D or some other game and I create a archetype or race or whatever that is deliberately "bland and generic." I want you to change it to fit your world. It doesn't matter if it's not what I am expecting. In fact, the more unexpected, the better, because it means you're taking my tools and using them to build something unique for your game.
But if I create a fully-fleshed out whatever, then that's me saying "This is what it's supposed to be. Like it or lump it."
I don't reach over to a shelf with a bunch of unlabeled white powders, pick one at random, measure out a teaspoon, and toss it in. I need to know the flavor of what I'm holding. Whether it's white pepper, salt, or baking soda.
It's the same way with game design.
"Like it or Lump it" doesn't really apply. 'Cause I can like it but decide to tweak it to fit what I want.
Take Minotaurs and Project Chronicle, for example. The standard Minotaur is Lawful, has a Strength Bonus, and has several racial traits devoted to using it's horns as a weapon.
S'not what I want them to be in Chronicle. So I changed 'em. They've still got the flavor of being a Bull-Person with horns and whatever... but they're not what Theros or Ravnica offers.
They're also not particularly good at Mazes in Chronicle, either, even though they have been in previous editions of D&D 'cause it doesn't fit what I want to use 'em for.
I didn't "Use something Generic". I took something specific, then changed it to fit. 'Cause Minotaurs have a specific cultural weight, an identity, a flavor, that I can take advantage of to make my dish richer.