"Some orcs are peaceful, existing as hunters, farmers, and trappers. Others are vicious raiders, performing vile acts for evil gods and spirits. Still others are just boisterous bruisers, enjoying a good fight without any need for it to end in death. In general, orcs tend to have strong emotions and are often reactionary, taking strong umbrage to perceived or actual slights which sometimes has lead to battle when they couldn't be pacified."
That's rather generic and hardly a complete "culture" or indicative of much of anything. I think you'd have to have a few hundred words to actually establish a "feel". I also think it leans into "hot tempered [insert race here]". That's fine of course, I wouldn't expect much more. Now do the same for drow, goblins, hobgoblins, bugbears, etc.. Make them all distinct and unique.
Or ... do like I said in #3 of my post of what I would change in 6E, have a section in the DMG (and a more prominent section in the MM) about alternatives to the default adversarial monsters listed in the Monster Manual.