Kind of...
I would drop the references to any particular subrace and just let players decide for themselves.
And... skills should still mostly be derived from backgrounds.
Feats generally have 3 good but minor abilities. There is one that grants 3 skills, but... I think 1 skills and 2 abilities (and if an ability is particularly potent like the Halflings Lucky, you get disadvantages too.
For instance
Dwarven
Prerequisites: Level 1, Constitution 14 and Strength 12 or Wisdom 12
* Your base walking speed is 25. Your speed is not reduced by wearing heavy armor.
* You have Dark Vision
* You gain 1 additional hit point per level
* You have saving throws against Poison and resistance to Poison damage.
* You are proficient with one-handed martial melee weapons.
* You are proficient with Lore (History)
* You are proficient with an Artisans Tools of your choice.
* You can Speak, Read and Write Dwarven
Elven - Let's take a couple liberties with this so it can represent any Elven subrace.
Prerequisites: Level 1, Dexterity 14 and Intelligence 12 or Wisdom 12 or Charisma 12.
* You have Dark Vision
* You are considered a fey
* You do not need to sleep, but you must meditate for 4 hours a day.
* You have advantage on saving throws against being charmed and magic cannot put you to sleep.
* You may choose any one Cantrip from any class spell list.
* You have proficiency with ranged and finesse martial weapons.
* You can Speak, Read and Write Elven
Halfling
Prerequisites: Level 1, Dexterity 14 and Constitution 12 or Charisma 12
* You are small size
* Your base walking speed is 25 feet.
* When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
* You have advantage on saving throws against being frightened.
* You can move through the square occupied by a creature a size larger than yours.
* You can attempt to hide when you are obscured by a creature at least one size larger than you.
* You can Speak, Read and Write Halfling
Gnomish (I'll take more liberties here to try to make a single Gnome race)
Prerequisites: Level 1, Intelligence 14 and Constitution 12 or Wisdom 12
* You are small size
* Your base walking speed is 25 feet.
* You have Dark Vision
* Gnome Cunning (see PHB)
* Natural Illusionist (see PHB)
* Proficiency with one set of tools of your choice.
* You may communicate with one of the following: small animals or earth elementals.
* You can Speak, Read and Write Gnomish
Orcish (half-human or not)
Prerequisites: Level 1, Strength 14 and Constitution 12
* You have Dark Vision
* Menacing (See PHB)
* Relentless Endurance (PHB)
* Savage Attacks (See PHB)
* You can Speak, Read and Write Orcish
*Note on Dark Vision: Races that have Dark Vision typically only have 60'. They may extend their dark vision to 120', however they also gain the Sunlight Sensitivity disadvantage. These underdark dwelling versions are almost always evil (or especially evil in the case of races that already lean towards evil.)
Laid out like this it is easier to come up with some others. Take the easiest one because it is just the most minor tweak on the Halfling.
Goblinic
Prerequisite Level 1, Dexterity 14, Constitution 12
* You are small size
* You have Dark Vision
* You can move through the square occupied by a creature a size larger than yours.
* You can attempt to hide when you are obscured by a creature at least one size larger than you.
* You have proficiency in the Stealth skill.
* You can Speak, Read and Write Goblinish (though many NPC can't read or write it.)
Oh! And you want to avoid giving humans the entire feat list to choose from-- you could always make the feat they get at first level automatically determined by their class. It would just be another class ability or tweak you get at first level and make note that you don't get it if you choose a race.
You could even make the attribute boost determined by class which wouldn't affect these at all since they don't alter your attributes, you just have to qualify for them.