What I need in an RPG is not efficiency, but authentic things.
Races have advantages and disadvantages, be it directly in the abilities, or then in the game as e.g. hated race, or as appreciated race, that can also change a bit depending on the locality.
As much as I like certain rules in RPGs, the focus is absolutely on a class depth in conjunction with a race. And it's not necessarily about making something unrealistic out of a race just to get the numbers right.
It is already questionable in BG3 that all races can learn all classes.
Basically, this is wrong in RPGs of this kind and should not be so.
The more authentic separation there is in the system of classes and races and that is not only in the creation of characters, but then continues in the game, in the area of class development in conjunction with specific class houses and that even separated by good and evil, the better the immersion and depth. This can be done even better if it is then connected to tasks very specific to the class.
If a necro is seen as rather dark and evil and he has his class house in an underground crypt, or a necropolis.
The whole thing then goes into combining a logical choice of races.
It just feels better when paladins and monks are limited to humans and dwarves. This also has a corresponding background.
Just as dark elves have their dark classes and this can also be specialized accordingly.
Ultimately, this is all connected and has a massive impact on a game of this type. Also on the replayability, when the world opens up differently and reacts very specifically to race and class.