I could come on all pedantic and say that I am more upset by
not finding many traditional fantasty campaigns, but that would get into an unnecessary definition-war
If you want something truly outside the common, there is Mechanical Dream, put out by SteamLogic. No humans, much less no elves, dwarves, etc. The world is composed of giant tree-cities, strange creatures, and the ability to run almost anything from film noir to cyberpunk to New Age spiritual to semi-traditional Fantasy adventures. I have the rules, but have never put a game together.
Tekumel/Empire of the Petal Throne has gone through at least three different systems (it was the second TSR rpg, if I remember a-right) and people still are confused by it. It melds an ancient Meso-American feel with very early Indian culture with a whole bunch of other stuff. Many people are both attracted and repelled by its social complexity. I ran briefly in a GURPS rendition of it and still own the original edition, much beaten upon.
The point is that there
are such games out there, but they don't sell well. Why? Well, mainly because most people want what they already know about, what the feel comfortable with. In most cases this means setting, but for others it means system; for several it means both, thus the proliferation of D20 fantasy settings with at least half-a-dozen standard fantasy races as playable races, spells books and magic shops, etc. For a non-traditional setting to make a serious mark on this market would be difficult.
Ultimately, I would say that homebrew would take care of the problem, but that is my standard option with most of my gaming desires
