I think this is pretty clearly the developers saying "Okay, the game was meant to operate with a fair amount of Inspiration floating around, but none of the DMs are actually giving it out at anywhere near the rate we anticipated, what else can we spend that inspiration on?" Thus you get it answering the question of "Hey, what special thing can we give to Humans once 'you get a feat' is less special because everyone's getting that?"An interesting wrinkle here is that this kind of removes the distinction between "rolling with advantage" and "Inspiration."
There are a lot of ways to get characters to roll with advantage. If the designers' goal is to have more advantage in the game, there's ways to address that without bringing Inspiration into the mix. If that is the designers' goal, personally, I'm a little iffy on it. I don't think that what my D&D game has been missing is "more rolls with advantage." We're pretty good on that, honestly.
Inspiration, however, is a horse of a slightly different color. That mechanic - the DM hands out a player-activated Advantage for good RP - is under-utilized and potentially cool. The reason it's cool, IMO, is because it encourages good RP. If the designers want more good RP, then encouraging Inspiration more is a good idea, and I am on board that train, but these mechanics don't really work toward that goal. Being a human or rolling a 20 aren't things that are related to interesting character or story moments. They're parts of your build or out of your control, not things you decide to do during play to have an effect.