The years of reading Keith's Blogs are a blur to me, but I do vaguely recall this.
One of the big things they wanted to with Eberron is not put most familiar things in their familiar places. That wasn't always Keith's doing (Areneal elves were not part of his original treatment and were IIRC lifted from another submission). One of the biggest things was the idea that monsters in Eberron didn't exist only to be slain. Which is why orcs had a heavy druid/planar theme, goblins were a fallen empire of mighty warriors, an entire nation of monstrous folk existed, and undead were used as foot soldiers during the Last War. Coupled with Eberron's very loose suggestions on alignment and noir aesthetics, it created the notion of Eberron being more reflective of the modern world in terms of outlook.
I don't necessarily believe what worked for Eberron would work for the Core game. I like the fact that Eberron plays with those assumptions, but I still want some of those assumptions to exist to be subverted. The Core is a good place to say "this is an elf" and then allow settings to say "but also, these are what elves from here are like". That doesn't mean keep the hurtful stereotypes, but I want there to be some default lore that a setting like Eberron or Krynn can come and say "actually..." to.
I mean all they gotta do its "this is an example of evil orcs" "this is how civilized good orcs would lock", "this is the difference between an orc and and half orc whether good neutral or evil".
Hobgoblins got rehabbed. Why not orcs?