I'm seeing several different tentacles to this thread, all of them interesting.
1. Historic games and current culture/politics: I know that some of the historic elements have racial/racist foundations. If we know those and perpetuate them, we are participating. But I think 90% of these situations are unknown to the players, and it takes a fair bit of effort to assign blame to them. I'm really not a big fan of "the sins of the father are visited upon the son" or inheritance of guilt/blame. I'm also not a big fan of what I consider "reflexive self victimization," where individuals look at an issue and their first reaction is to look at how it makes them a victim.
2. Thinking games, challenges, and railroading: I've run into this a bit in my latest campaign. I give the party 3 or 4 plot threads to entice them, allowing choice. They get frustrated that I'm not giving them a clear direction. On top of that, I'm finding them more and more risk-averse. I've threatened them that the next adventure will be getting out of the retirement home for unadventurous adventurers.
3. My politics in my campaign: I deliberately put politics in my campaign, but not just those I agree with. I put elements that I like, and elements that if I were in that culture, would infuriate or terrify me. It's a way to experiment and explore the ideas, and how I and the players react to them. I have theocracies, homophobic cultures, racially/culturally split cities, misandrist or misogynist cultures. I do listen to players and try not to hit any really big triggers or personal issues, but I've been very fortunate to have players who also want to challenge whatever the norm or idea is. Even when I don't know it's there, they bring something to the surface. (They were in the middle of a turf war between two gangs and their first plan was just to create a social safety net to help the merchants who were suffering, rather than try to stop the war or become a third faction in the war. Not the direction I was expecting!)
I will borrow Cory's "Fun>Balance>Realism" line, and just say that yeah, if the realism of the cultures/politics is destroying the fun, the realism needs to go. But it all depends on the players, collectively.