Only in the sense that it uses the traditional AD&D races.
But many D&D games don't use those (or only those) races. Which was the OP's point, I think.
Yes only in that sense.
The majority of D&D games definitely use dwarves and elves at least. If "many" games don't use them, "many more" use them, and "quite a lot many more" don't use thri-kreen, warforged and changelings (even in more generic terms giant insects, robots, and shapechangers) as basic races.
I went back to check the OP. Yes, it would be nice if core D&D could support those, but then how about a giant race, a small fey-like race, a draconic race, an evil planetouched race, a good planetouched race, an elemental-touched race, a dark elven counterpart race, a playable undead race, a savage orc-type race... All these are IMHO more common in D&D than robots, giant insects and shapechangers (the latter may be more common as a concept, but carries serious mechanical and balance issues), so why should core D&D support these less-common concepts and not the more common ones?
It's just a matter of limited resources for core. If you put too much stuff in the PHB, then each character option receives less material. They have to keep the number of races to a reasonable number. It might be possible to squeeze 1-2 extras in, or it might be not, it depends on what other stuff is wanted in the core game.
Furthermore, what is in the core will be (a) generally accepted as available by default by players and (b) featured in all published adventures. If you put a shapechanger or robot race in the PHB, you have to expect that all (generic) published adventures will assume there are such PCs, and will adjust accordingly, and will feature them as NPCs for instance. Featuring elves and dwarves is much easier, and their presence in the game is much more widely accepted than robots.
Anyway, I disagree with OP's interpretation of WotC concept of being "inclusive". That applies to
gaming styles, which are a different thing compared to campaign settings. You may disagree but I think that there are many more campaign settings than gaming styles. But either way, to support different
gaming styles you also need to address the rules of the game, so they better do it since the start i.e. the PHB. Campaign settings are first and foremost (but not only) a matter of material available, most of which can just be added on top of existing core mechanics in the form of additional classes, races, spells, monsters - sometimes requires an additional mechanic, but at least it rarely requires to remove or change an existing mechanic. Which is why it has always worked pretty well to publish it in campaign settings sourcebooks after all.