Orc: PF2 has the Orc Brute (with the Ferocity special ability), Orc Warrior (again with Ferocity), and the Orc Warchief (Ferocity and War Cry). 5E has the Orc (with the Aggressive ability), Orog (also Aggresive), and Orc War Chief (Aggressive, Gruumsh's Fury, Battle Cry). Seems about equal to me in terms of special abilities?
So this is kind of deceptive because, well, all powers are not created equal. First off, D&D 5E's
Aggressive is not quite as game-changing as PF2's
Ferocity. With
Aggressive, it gets Orcs into combat quicker via the bonus action to move towards a hostile creature, but I'm not sure it changes how you actually engage with them.
Ferocity, on the other hand, is naughty word
huge. Basically as a reaction an Orc can just
stand back up, getting 1 hit point and taking the Wounded 1 trait. They can do this up to Wounded 3, at which they can't use the ability anymore. Now you can kill them outright if you just hit them while they don't have a reaction, but suddenly there's a whole new tactical game to play in trying to take on an Orc in PF2 compared to D&D5E.
Also worth noting that not all Orcs have
Attack of Opportunity: Warriors and Warchiefs do, Brutes do not. So stronger Orcs are stickier, though when they get down in health using that ability becomes risky since it shares the same reaction with
Ferocity.
The 3-action economy also lets enemies do more interesting things. You can try a trip or disarm without it taking your only action. You have built in reasons to use tactical movement for flanking instead of a tacked-on optional mechanic in the DMG (that doesn't really work well.)
Granted, comparing a less interesting grunt monster like an orc, you're not going to see as many cool actions.
But the nice thing is that the enemies can all try those things, too. Having mechanics the players to do things like shield bash also gives the GM similar options for humanoid enemies. Along with the different weapon mechanics you can fit different humanoids for different tasks.
For example, the Orc Warrior has the Necksplitter, which is Forceful (a +1 to damage for each weapon die for the second attack on a turn, and +2 to damage for each weapon die on further attacks on a turn) and has Sweep (+1 to hit if you've already attacked another target), which means they are probably inclined to try to make multiple attacks with more people around, and are more likely to cause more damage.
Orc Brutes, on the other hand, have dual Orc Knuckleblades, which means they have Disarm (Can attempt to disarm with their weapon rather than a free hand) and Agile (only a -4/-8 to multi-attacks). So, in theory, Brutes are better at disarming and are more likely to hit on multiple attacks.
(Note: Admittedly disarming is actually rather hard as you need a critical success to actually do it. But the success result of giving your opponent a -2 to attack with that item is very good, and a +2 to disarm until the start of the opponent's next turn is good if you have a buddy nearby trying to do the same.)
So there's a lot of inbuilt things within the system itself not tied to creatures like weapon traits and combat maneuvers which give room for interesting encounters. And sure, you can do some of that stuff in 5E, but I think it's better managed here.