Remathilis
Legend
And that's fine for your home game. Go nuts. Do what you want.I feel the opposite. Those choices are part of what make a setting feel like a distinct setting. So a version of Mystara that didn't have straight up dwarf or halfling wizards but maybe the former could be some kind of artificer, would be cool.
In fact, I prefer for all non-standard D&D peoples (everything aside from human, dwarf, elf, halfling, maybe gnome) be connected to specific settings. I never have dragonborn in my games (I do allow a lizardfolk variant to fill that gap because of the environment). But if I ran a game in Krynn I'd allow some kind of Draconian race, because Dragonlance - but would replace halflings with kender.
The idea that a setting must include all possible core lineages seems off to me. Changing, adding to, and/or eliminating that kind of basic "lore" (if you can call it that) is what different settings are for - they change the flavor of the game.
Heck, a friend of mine is starting up a "nothing but humans" D&D game in a homebrew and even though originally I thought I'd play a gnome next, I was happy to change my idea because I like the sword & sorcery feel of humans only in a world of monsters and newly re-born magic.
AS A BRAND, D&D has an obligation to provide a mostly uniform experience. Part of the problem during the 2e era of settings was every setting was its own micro-game only vaguely compatible with each other. Each setting had different rules for character generation, proficiencies, class features, specialty priests, etc. Rulebooks were siloed to their own unique niche, and compatibility wasn't guaranteed. Wizards of the Coast has an obligation to create that smooth experience. A Ravenloft PC shouldn't be leagues better than a Ravnica one, and any class option in Tasha's should work regardless of if I'm in Theros, Eberron, or Exandria. If the DM wants to limit options, change how the setting works, or even require all players to play gnome paladins, that's the DM's right, but WotC shouldn't be making that choice for the DM.
Which goes back to some of the disconnect older fans have with WotC's modern design; they remember the time where the settings supported themselves first and AD&D bent and twisted to suit the setting rather than providing a D&D experience flavored with whatever tropes and genre the setting provides. Ravenloft should support running D&D in a horror genre, not create a horror setting/game using a variant of the D&D rules. Dark Sun should give options and mechanics to support creating post-apocalyptic wasteland PCs, not re-write the character chapter so that 1/10th of the PHB is still viable. And if warlocks are one of the twelve classes in the PHB, Dragonlance has obligation to find a home for them. If YOU don't want warlocks on Krynn, take them out, but WotC shouldn't be banning them for "flavor" reasons.
(Before you ask, I'm aware the M:TG settings use little or no of the PHB races. It's a compromise to me because a.) they are effectively a licensed product and not part of the official D&D multiverse and b.) It's only a limit on races; they don't limit feats, spells, classes, subclasses, or even equipment.).