Back in 3e, I tried to run a Savage Species game. The resulting characters were extremely lopsided, with massive strong points and weak points. This might sound balanced, but generally what happened in most encounters was that the character whose weak points were hit just imploded, and the strong suits were beyond the ability for most enemies to handle unless specifically tailored for the job (something I tend to avoid doing as a DM as much as possible).
In 4e, for one season of Encounters, we played a Drow-centric game. There was a status mechanic that was easy to game (be a female Drow) and special "betrayal cards" you could use on your allies/rivals to mess with them.
One player adamantly refused to play anything other than the Human Druid he'd made. The DM ruled his character was a slave to the Drow, forced to do their bidding. The player agreed to this, then complained bitterly every time he was treated as a servant.
In the final session he went out in a blaze of glory to defy his "masters".
Generally when I pitch the idea of playing all monster races (I had this idea where everyone belonged to a humanoid tribe which was decimated and scattered to the winds by a horrible calamity- adventurers! The game would revolve around the survivors struggling to make their way in a world where they were seen as the "bad guys", gain power, get revenge on the adventurers and reclaim their home (I later found out this is basically the plot of the Goblins webcomic).
Nobody seemed too interested, with one refusing to get it, not seeing the value of flipping the script on who the heroes and villains were. /shrug