Argyle King
Legend
This shows a complete and utter lack of understanding of the complaints at hand, to an almost insulting degree.
The issue isn't that people want every single stat identical between characters, heck, if the elf is a rogue the dwarf is a fighter and the tiefling is a warlock those bonuses are exactly what they want. The issue is is that if the elf is a rogue, and the tiefling is a rogue then the +2 CHA is likely NOT what they want. Because Dexterity is tied to every single aspect of being a rogue, and so the elf makes a better rogue.
A fact you very clearly seem to understand, because of the bit I bolded. The player has the option of picking a +2 Dex race... meaning that they are incentivized to not just play any race when playing a rogue, but a specific subset of races. It isn't that +2 =/= +2 it is that Rogues should equal Rogue, but if you don't pick a race with a dex bonus, you are a worse rogue at the key elements of being a rogue. And the only reason that is being kept around is because people want to put the various races/lineages/species in a box and say "only these classes are good for these races" out of a false sense that this somehow makes the world more realistic. It doesn't.
Do you think perhaps this might highlight a problem in D&D with some stats being more or less useful?
Obviously, something directly related to your primary role in the party will be desirable. However, I think a better game would be one in which the penalty for trying to dabble a bit in a different area (pillar of play or just having a less 1-dimensional character) isn't seen as so crippling and unoptimized that building a character seems more organic than working toward a MMO build.
I said something related to this earlier in the thread, but perhaps races could be viewed through the lens of play pillars as well as through the lens of what is good for particular classes and combat roles.
A strong race (or one with a damage-dealing ability) might be better for classes looking to focus on damage or for a player who wants to put more resources toward doing damage; but a different race with abilities geared toward exploration, social, or something else could give someone playing the same class a tradeoff: less direct damage and specialization in exchange for breadth of options and having an ability to pick up the slack in other areas when necessary. I think there's a way to do that and make both options attractive to a player looking to make a choice.