I have a bigger issue with this if you are playing a Drow. There are many scenes where being a Drow has the Goblins acting subservient to you. Then there must kill the goblins at the gate and bit later, if you use the hidden back passageway to escort Sazza out of the grove, their a batch of Goblin in it that attack on sight while you have Sazza with you.

I think the issue is Larian is trying to weave the Good, Bad or Mercenary story arcs so you can flip around with each encounter. That must be a nightmare to storyboard.

If we were asked at the start, Good, Neutral or Evil, Larian could tailor encounters / story to match what style of playthrough we want?

If not using different paths, I can see how they could improve this without redoing the map a bit? Attacking people at the gate should trigger the Tieflings to be hostile so why would they even let you inside?

Moving the returning NPC away from the gate so the grove can not see them and have them attacked by a group of Goblins so you can pick a side?

1. Attack Goblins, saving the humans and then NPC lead you to the Grove, proceed as before from where Zelvor and Human have their spat.
2. Attack Humans and after they are dead, Goblins lead you to their camp, meet Minthara, she come up with you find the grove for her quest. Later she could send a party of Goblins to attack the gate so you could defeat them to befriend the grove. I could see a Drow tossing away a dozen Goblins to do a ruse.