Nothing is hurt, but nothing is gained, either. People have the ability to make orcs into whatever they want for their games, so those that are offended can just change orcs, just as those that are offended by murder can get rid of murder in their game, and those who are offended by grave robbing can get rid of that for their game.
People whose ancestors regularly had things written about them that mimic what is written about the currently-just-exist-to-be-killed races would no longer have D&D presented as a game that relies on those tropes as the default. That sure feels like a gain to me...
And so, in your opinion @Maxperson , what is hurt by having the MM no long specify that the various humanoids are evil by default, and having it note that their religions, cultures, and motivations can differ greatly from world to world (with examples from the variety of published settings to show the possible differences)? What makes that unacceptable as a bridge between heritage and exclusivity?
I have no issue with setting creating different lore for orcs. Settings exist to change the default of the game in interesting and new ways. Creating new settings such as Eberron with different lore is a great way for you guys to have what you want, while still leaving those of us who like orcs the way they are with what we want. Everyone gets included that way.
So, changing the default in the MM to more explicitly highlight these alternatives (so removing the default alignment, and showing a range of examples from classic to Eberron) would be an acceptable solution to you?