Firstly, the game needs to stop conflating
Race and
Culture. This change started with Tasha's, but it needs to be a part of the core rules. D&D has a ton of different settings, and none of them have different races and cultures exactly the same any other, so the base books need to stop assuming that Orcs, Drow, Goblinoids, and so on are evil or that Lolth, Gruumsh, Maglubiyet, or similar entities exist in the base game. Racial features should be unconnected from culture, and all cultural mentions should be in setting-specific books and sections of the core rulebooks if they feel the need to give examples. If the game wants to support Eberron, Exandria, and similar settings, it needs to from the Core Rulebooks, instead of relying on those books to re-teach who the races are to people that buy them. (This involves moving Culture to a "Background"-like feature.)
Secondly, stop stealing real life cultures to use in new settings. It's fine to take inspiration from certain real life cultures (especially if the culture is long-dead), and it is impossible to not take inspiration from real world cultures, but having your world's different cultures explicitly be
fantasy-counterpart cultures (especially if you tie foreign cultures to non-human/"monstrous" races) is often a problem. If you consciously take inspiration from real world cultures, it's often better to mix-and-match certain cultures together to make something new to avoid stereotyping real world peoples. Brandon Sanderson is a great example of this, as his fantasy cultures do draw from the real world, but blend so many aspects of different cultures together to the point where the possibility of stereotyping real world people really isn't a problem anymore.
Third, stop treating Antagonists, Villains, and Monsters as the same thing. I blame Mordenkainen's Tome of Foes and Volo's Guide to Monsters for creating this problem in D&D 5e (there were parts of it in the Monster Manual, but way less than in these two books). If the Duergar, Goblinoids, and Orcs are supposed to be evil, why are they written to be the victims (Duergar being captured by mind flayers and abandoned by Moradin and his followers because they were enslaved, the Goblinoids having their gods be killed/conquered by Maglubiyet and having to serve him in an eternal war, Orcs being cheated out of a place in the world and having to claim what was rightfully theirs from the "good" gods that cheated Gruumsh in the first place)? If they're villains, don't code them like victims. If they're victims that are fighting the party, they're antagonists, not villains. Don't say they're "monsters" or "villains" that are okay to kill if they were the victims, because even if they are trying to kill the party, they're not villains, they're antagonists.