I think most of the traditionally antagonistic humanoid species in RPGs could still do most of their shtick (minus the “guilt-free cannon fodder by default” and “card-carrying villain” aspects) even if you do away with Always Chaotic Evil for mortal humanoids.
Why are duergar ruthless grumpy jerks? They’ve had to abandon traditional dwarven codes of honor for a more pragmatic approach because Underdark monsters don’t fight fair, they’re distrustful because anyone who’s acting weird could be an intellect devourer’s meat suit or just mind-controlled by any number of subterranean abominations, and they’re No Fun Allowed because they believe (correctly or not) that stoicism helps you avoid the attention of unpleasant psychic beasties.
You can change the emphasis of drow scheming from “species-wide chronic backstabbing disorder” to “as a squishy, long-lived, slowly-reproducing species in an inherently dangerous environment, open warfare would be a demographic catastrophe for them, so they sublimate their conflicts into political and social maneuvering delicately seasoned with strategic assassinations.” (This also allows for surface-race PCs to get mixed up in drow business if they decide to branch out into proxy conflicts)
Why do the orcs keep invading? Orc warlords choose their successors on a meritocratic (by orc standards) basis, so all the potential heirs have to go out and prove themselves by conquering and holding their own little mini-empires.
Why do ogres keep raiding the villages? Think of how much a grizzy bear (an approximately ogre-sized omnivore) would have to eat if it also had the energy demands of a roughly human-scale brain, and then consider that ogres are a lot more social than bears. An ogre family is going to require a lot of food. It makes sense they’d supplement their diets with a little theft during the lean months, especially since in a pre-gunpowder setting your average human farmer isn’t much of a physical threat to an ogre.