I don’t think there is much nuance here. Goblin’s are rampaging, pillaging and killing, and are actively looking for a way to slaughter Druid grove. When you visit the camp they are partying after raiding and killing people at Waukeen’s rests - I don’t think it makes them that sympathetic.
That said, yes, they get far more characterisation than your usual goblins would, and as the result makes killing them feel more like taking a life, than just “fighting monsters”.
From storytelling perspective, I think it is a potential hazard - I don’t think one wants to draw attention to how homocidal D&D adventuring is, unless one attempts to create fantasy version of spec ops the line.
Antagonists in later areas felt to me far less humanised, and I do wonder if it’s just cutting workload for later areas, or conscious response to act1 feedback.