Got another 200 posts? It's going to take that many to answer that.
A while ago, I would have said it was a safe way to explore themes about humanity with things that are clearly not human. For example, exploring the theme of slavery and exploitation is touchy if not impossible in an RPG, unless you make it about two entities that are no longer human (say, mind-flayers and gith). However, the argument presented is even if you change the analogy, the fact that the theme still exists is problematic, and so it doesn't matter if its Plantation owners and slaves, Drow elves and quaggoths, mind-flayers and gith, or Hutts and Twi-leks; the fact that one group has such power over another group reflects the real world power-imbalance that still echo through modern society and affect people today.
The answer is to not have those themes exist as defining traits of anything; orcs, drow, mind-flayers, Hutts. However, when that's done the analogy these races represent are no longer valid, and they become humans in rubber suits; they can be everything and anything a human can while standing for nothing on its own. It stops mattering if the creature in the dungeon is an orc, human, drow, mind-flayer or whatever because they are equally capable of being good, bad, aggressive, pacifistic, or simply putting in a 9-to-5 as a human is.
What you make of that next is up to you.