I use unconventional good guys in every campaign I've run.
Recently, the party hitched a ride on a Green Dragon at the behest of a Druid who helped them after they saved Grandpa, who was a retired Werewolf.
Years ago, my first experience experimenting with this was the tribe of Dakon (man-apes) who lived in the Horrible Hills near an abandoned Cult monastery. The PCs not only helped them, but would return regularly to check on their progress when in the area.
The PC's in a previous homebrew even TURNED a raiding party of Hobgoblins from Lawful-evil militants to Chaotic-Good peace-loving commune types. They had to hide the hobgoblins and help them relocate, away from their fellows who wanted to kill the "aberrations."
And in my favorite episode, another party in the same homebrew campaign religiously converted a bunch of cyclopskin who were slave chattel for a bunch of mountain giants. The mountain giants worshipped Vaprak the Destroyer; the PC's freed the slaves, told the illiterate slaves about Vaprak the PEACE-LOVING GOD, and turned them into a freedom commune of Vaprak worshippers. Vaprak took extra care to send evil minions at the PCs on a REGULAR basis after that.
So, I guess my players are more into CREATING peace-loving abominations than negotiating with them.