Not in the least. Add as much nuance as you like, and if its enriching ones life, and enjoyable, great.
There is no nuance in the 5.5 Orc. Its a "Good" entity now. We have simply swung from one end of the pendulum to the other, and the game (not lore, not nuanced, just pure game) is less for it imo.
Wizards is not in the business of providing a nuanced, deep, and interesting Fantasy world, that much seems obvious to me.
I can certainly understand the point of view, but if just an elf game does it need much nuance? It reads a bit like one race / playing piece out of many got changed- prior to the change, there was no problem as just an elf game, but post change there is a problem, but I dont see that it isn't still an elf game as such, and I'm not sure why the one race changing makes the game less.
Overall though I think WOTC is dealing with a twofold sort of problem, trying to be a generic toolset where things should be light on lore / prescription (though then still prescribe gnolls etc), and the problematic history of how Orcs and Drow have been portrayed at times (and sometimes WOTC has contributed to this themselves).
I think if stuck to describing a setting, whether Forgotten Realms, Nentir Vale or Greyhawk, and didn't have the history of problematic descriptors, could have stuck with both being evil, but can't given the history as such.
Whereas other games which haven't had such a history or broad scope haven't needed to change, e.g. I would argue Warhammwr / 40k, where the Orks are always something to fight, but real world parallels are a lot less (except from memory basis on English football hooligans) who in 40k at least always just live for a fight, not caring why or who against, and I don't think they face the same blowback.
Lord of the Rings games similarly draw on the setting background of Orcs being there to fight, but without precluding option to do otherwise, and otherwise draws on history of arrogant elves some who did evil, humans who seemed to split fifty between good and evil and such.