That's actually what I mean. You can run a keep on the borderlands-esque scenario, but you don't have to just assume that the players are there to clear the area of the Bad Guys. Rather you have factions, different claims to land, recent and distant histories, and you dump 1st level characters into the middle of all that. The game would change a bit, because the players would have to debate who, if anyone, is in the 'right' and what, if anything, they can do about it. Zedeck Siew's
Lorn Song of the Bachelor is a good example of how some authors are trying to take elements of classic play but take more seriously the ethics of the default situation (but in a way that is gameable).
"Don't have to" is the operative phrase. Meaning, why either/or rather than both/and?
WotC's approach of "one and done" settings fits this perfectly. Each setting can have its own underlying assumptions and tropes, all riffing off the core D&D mythos.
Meaning, I don't think it is a good solution to change the core assumption from one set of thematic assumptions to another, even a "nicer" one. Rather, open it up so that any and all thematic assumptions are possible - which is already the case, but WotC could make it more explicit.
Part of what I mean is the implicit setting as laid out in the monster manual, which has all the well-know problems in the way they categorize humanoid groups ("savage," "feral," "bloodlust," etc). But patient zero for this kind of things is the Forgotten-f-ing-realms. There's not shortage of lore across several editions, along with an extensive novel series, and yet it continually defaults to one-dimensional, mono-chromatic fantasy tropes. Even the layout of the world is a lazy recreation of earth. As Gus L
writes,
Well, the Forgotten Realms isn't Harn, Tekumel or Talislanta. But it is playable -- I think that's the point. What it lacks for in artistry and realism, it gains by being a kitchen sink that works perfectly fine with "standard" D&D.
Again, I think the best path forward is both/and rather than either/or. There's no reason that D&D can't be a platform to embrace a wide range of play styles, be it endlessly killing things and taking their stuff or a quest to turn the land into a paradise or...anything you want.
I think WotC's main task, in this regard--or what I think there main task
should be, is to provide options and examples of a diverse worlds and play-styles. In that regard, there's a place for the Forgotten Realms, regardless of how it fails to stand up to the Medieval realism of Harn or the thematic texture of Dark Sun or the psychedic creativity of Talislanta.
If you don’t disagree that it’s a bad idea to present the idea that orcs would be not evil if raised by non-orcs, why are you arguing with me?
I'd like to think that we're discussing, not arguing

. But that particular line of discussion came about from Maimuria's suggestion about differentiation race and culture and my contention that a lot of confusion arises from conflating the two, and that differentiating them would go a long way to not throw the baby out with the bathwater, as far as races are concerned.