1) Dwarves and Elves are racist toward each other
In my setting, there’s no particular animosity between dwarves and non-drow elves. Individual elves and dwarves may have their own opinions about the other race of course, but there’s no bad blood between their cultures. Dwarves and drow do frequently clash though.
2) Half-orcs whose parents love each other are a rare exception, or even just nonexistent.
Half orcs aren’t a thing in my setting. The half-orc racial traits are used for orc PCs, and the orcish Aggressive trait is an Orc racial feat.
3) Halflings are just hobbits.
This is an in-universe stereotype in my games. I’ll admit I got the idea from Scarred Lands, but I loved it so much I took it pretty much wholesale for my own setting, though I did elaborate on it a bit. In short, there has been a long history of halfling enslavement, and the idea of halflings as jolly, slightly dim, provincial folk who love nothing more than the simple, rural life on the farm was largely invented to soften the image of the halfling slave. The barefoot thing is a particularly egregious example, where slave-owners excused not providing their halfling slaves with proper footwear by making up nonsense about naturally leathery soles. Although slavery is less prevalent now than it was before the fall of Bael Turath, these misconceptions about halflings are still widespread, and most people don’t realize their oppressive origins.
4) Villagers will literally attack “ugly” races on sight, even if they aren’t doing anything threatening and are well groomed and dressed. Ugly here means “monstrous” or otherwise very very not human (anything from Gnolls to Dragonborn)
Definitely not the case in my games. Orcs are actually pretty well-integrated into “civilized” society, and while they have a reputation for being dumb and brutish, there would be no reason to attack them unless you knew they were part of a hostile tribe. They occupy basically the same conceptual space as half-orcs do in standard D&D. Dragonborn are a rare sight, and certainly intimidating, but they have a reputation for being a noble, if proud, race, and are generally viewed with awe rather than hatred. Tieflings are an embarrassing reminder of humanity’s dark and more-recent-than-we-like-to-admit past, and their diabolic traits carry connotations of inbred Turathi nobility. But while they’re not exactly popular, many Tiefling families still hold a fair bit of wealth and power, and there are still a lot of Turathi sympathizers. At any rate, they are far from kill-on-sight. Gnolls are probably the closest to kill-on-sight you’d be likely to find in my setting. They are broadly seen as bloodthirsty savages by most of “civilized” society, but there are gnoll tribes with non-hostile relations with other peoples. Seeing a gnoll in one’s town would certainly put most people on edge, but if they’re not there with a raiding party, you can safely assume they aren’t there to cause trouble.
Likewise, how have you rejected or subverted the stereotypes in your games?
A lot of the common tropes about the standard fantasy races are stereotypes in my setting, although not all are nearly as harmful as halfling stereotypes. For instance, any given dwarf is no more likely to be a miner or a blacksmith than any given member of any other race, and they don’t particularly favor ale over other drinks. But the largest Dwarven settlements are in mountainous regions, which make precious metals an abundant resource for export and grain a highly demanded import; they also don’t mint coins, trading instead with raw materials by weight. So, the typical commoner from a human settlement could be forgiven for thinking of dwarves as a race of miners and craftsmen with an unhealthy obsession with ale when the only time he’s ever seen a dwarf was that time a group of them came by and traded a bunch of silver bric-a-brac for a few wagonloads of hops.