First off, I don't think long life qualifies as a mechanic, unless the game in question has real and impactful aging effects. They were real in some TSR era D&D, but never in my experience what one would call "impactful." I guess maybe elves and dwarves could handle a lot more haste spells cast on them?
Anyway, that aside, lets say that your use half orcs in your game in the Tolkien sense: orc and human hybrids designed to be able to pass among men undetected, travel in the day, and so on. That is a distinct bit of lore that requires no mechanics at all but really matters to the way the character will interact with the world. You can't just replace that with a human culture.
Or to use your elf example: elves experience a trance rather than real sleep, and their dreams are not dreams but the sifting of memories of many lifetimes. You are absolutely right that should inform both individual elf characters as well as elf culture broadly, but it does not require any special game mechanics.