I'm not sure "orcs are evil" are an issue, say, in Tolkien's work - they are clearly depicted as "constructs of darkness" with no actual free will, and when Sauron is ultimately destroyed at the end of RotK, they literally lose their mind. So orcs as we meet them in LotR are the equivalent of autonomous weapons - enough intelligence to act autonomously, but their morality is that of their controller.
Orcs (and Dark Elves, and others) in RPGs are more problematic because there are not defined as such. Rather, they are defined as intrinsically evil as a race. They are given physiological features that make them easily recognisable and are evil "because the gods said so", which is eerily reminiscent of how people in medieval europe depicted people "from outside" (vikings - even adding horns to their helmets in iconography to make them look more evil, muslim arabs, mongols...) . In all cases, those people were outsiders preying upon the christian community, and stamping them as "evil" absolved christians of any sin when killing them.
And that's the same with "evil" orcs and dark elves in early fantasy RPGs : since they are "evil", killing them (and stealing their possessions) is not a crime, and thus "adventurers" can be rich heroes without any moral judgement.
Fast-forward a few decades later, and such easy targets have lost part of their appeal, mostly because RPGs have drifted from the black and white world trope. Evil is not a race, it is a state of mind. By escaping the fantasy stereotypes into historical, modern, cyberpunk, and other genres, RPGs have mostly redefined evil as an individual feature. Orcs maybe savages and raiders (and, sadly, still often are in most fantasy RPGs), and the peasants they raid may still see them as evil, but that's a relative evil and orcs become people - much like the aforementioned vikings and mongols.
I think even D&D started deviating from the "evil races" stereotypes in the Forgotten Realms in the early 90s (there was an orcish culture that was defined as "not evil", and a number of drow individuals were breaching the stereotype - to the extent that drow characters were suddenly 'cool'). One drow ranger was an exception to contrast with the evilness of the whole race. A few thousand player characters later, drows had become part of the mainstream, and the later editions of D&D simply added them as playable races - while still keeping orcs out of the list, by the way. I'm pretty sure orcs still need their Drizzt Do'Urden - maybe a female one to go with the times.
I'm not sure the hobby has completely moved on from the old "evil race" trope - D&D certainly still includes it in its generic fantasy settings (and our own real world still embraces the idea that skin color implies a propension for criminal behaviour, as far-right populists in many countries claim). But many other games have clearly embraced the idea that evil isn't born, but raised. And most have also acknowledged that 'evil' is a qualifier nailed to a particular set of cultural values and, as such, relative to those values.