Your system would result in a massive homogenization of race selection. At least with specific racial advantages you spread class distribution across races. Who cares if 80% of Warriors choose Ogre, if the alternative is seeing no Ogres at all?
That argument assumes the problem is
player choice instead of bad constraint design. If 80% of players all land on the same race-trait combo, that's not evidence that a point system failed, it's evidence that the traits themselves aren't balanced or interesting enough. Locking power behind race is just a blunt instrument to paper over that.
Hard racial bonuses don’t actually "spread" diversity in any meaningful way - they just predetermine it. You don't get organic variety, you get spreadsheet-mandated race/class pairings where everyone already knows what the "right" answer is. Seeing 80% Ogre Warriors isn't healthier than seeing 80% Deep Elf whatever. It's the same outcome with less flexibility and more dead races.
A point-based system lets you tune traits directly instead of pretending race identity is doing the work. If something becomes overrepresented, you adjust costs, add competing options, or introduce situational strengths. That's actual balancing. Static racial stats just freeze the meta forever and call it diversity because the models look different.
And "who cares if no one plays Ogres" cuts both ways - why is the solution forcing people into them with stats instead of making Ogres appealing through visuals, lore, animations, or unique flavor that isn't raw throughput?
The goal shouldn't be to spread players out by force. It should be to give them real choices with real tradeoffs and let race be an identity decision, not a math problem you solve once and never revisit.
Players who just "want pretty pixels" are going to play whatever race they find most aesthetically pleasing no matter what traits you do/don't offer. This option at least gives the min-maxers out there an aesthetic choice as well, without being forced into the 4 "mandated" races.