This gets back to the worldbuilding issues I described earlier. Archetypes work in middle earth, for example, because there is a care and specificity to them. The wood elves live in this specific region and have their own history, and in that way it makes sense that ancestry and culture are so closely identified.Pretty much exactly that.
For the better or for the worse, D&D has cultivated a certain image of its peoples and monsters that help define the line as part of the D&D experience. Dwarves are short people that live underground or otherwise associated with mountains and caves. Elves are elegant and live in forests or secluded, wonderful cities, etc. This was helpful to give a good idea of what D&D was, beyond the rules. To create recognizable archetypes, you need stereotypes. Either you use existing ones, or you create your own, because stereotypes are models, a norm, and you want to create a brand that is recognisable.
Now, D&D is getting more and more varied in scope and settings. Greyhawk and Forgotten realms and Mystara and all the early setting pretty much all used the same assumptions (read stereotypes) about its people, but there are other models now, such as Eberron and Dark Sun. But even in these news settings, the classic stereotype is often broken just to create another. The elf of Greyhawk, the elf of Dark Sun, and the elf from Eberron are all different from one another, but they are all defined by their own setting's stereotypes.
By using "typically" WotC still abide by those setting stereotypes as guidelines to create a recognisable baseline, but legitimize variations from the norm.
FR-style worldbuilding takes that limited and particular geography and copy-paste spams it all over the map or even over the whole multiverse. It does not make sense to me that you can take wood elves from two disparate and disconnected forests and they would share the same features, customs, languages, etc. What's needed is a real development of distinct cultures within and among ancestries.
Gus L said it best:
Forgotten Realms was the worst thing to happen to D&D, a terrible setting that reeks of bathos and takes itself far too seriously. It plunders everything cliched and overused from Tolkien but abandons all the strange sadness and the mythological references. It fills the land with huge civilized bastions of good/order like Waterdeep and exhaustively defines their systems of governance, but allows these nations to be plagued by trifling enemies like goblin tribes. Forgotten Realms embraces a pedantic faux-medievalism, but then uses a contemporary positivist understanding to explain magic that allows for cutesy magical technology to gloss over the inconvenient aspects of the pre-modern. Most offensively, most objectionably, Forgotten Realms is a dense, full, world - so steeped in cliched lore and laid out so extensively in dull gazetteers that there is no room for a GM's creativity without excising some of the existing setting and map.