Ancient world settings. There are plenty of medieval fantasy settings (often based off an idealized version of that era), but not many ancient world settings. (I am thinking of settings like ancient Egypt, Greece, and Rome here.)
Prehistoric world settings, like before civilization as we know it really started, and where you generally had nomadic tribes and perhaps the occasional primitive settlement.
Common magic settings; that is, settings where (almost) everyone can use magic, to the point where it becomes part of daily life.
Settings with both futuristic technology and strong magic, particularly where magic and technology don't conflict. (Star Wars might be an example of this, except that magic (called "the force" in that setting) isn't prevalent enough here. Arcanum has magic and technology conflicting, and the technology is steampunk rather than futuristic.)
Diverse settings where different areas are very different in things like magic level and technology level. (SaGa Frontier is a great example here, including even some surreal areas and one area I might classify as a magical dystopia.)
Post-apocalyptic fantasy. This is different from the more common post-apocalyptic settings in that the apocalpyse is caused by magic rather than by high technology. (See Dark Sun for an example of this.)
Dystopia settings, particular magical dystopia. (An example of a magical dystopia setting might be Dragon Wars, perhaps.)
Also, you don't see many surreal settings in genres that tend to be more story oriented.
Leroux: Dunno, I guess I've never really thought "why is there no videogame about ...?".
But I do wish games would be creative and innovative more often instead of repeating the same tropes and very similar settings. Give me a fantasy world that really feels alien and not like the umptieth version of "elves, dwarves and humans fighting orcs, dragons and undead". No rats, wolves, bears and spiders. Don't just give new names to familiar things, try something entirely different and unexpected for a change. It's kind of ironic that a genre called "fantasy" is so unimaginative most of the times.
I would go further and remove horses, perhaps make it a world in which there does not exist any animal that is suitable to ride and can be domesticated. Perhaps magic is the most practical way to travel long distances. (This is the sort of reason I am interested in common magic settings; it might be interesting to see how magic affects daily life, which SaGa Frontier 2 (a common magic setting) didn't do enough of.)
(Best examples of alien fantasy worlds I can think of are the Lennus series (Paladin's Quest and its JP-only sequel) and Morrowind (though I believe everything you mentioned is present in that game except dragons, and it's possible to play as an orc but not a dwarf).)
morolf: low-magic or no-magic fantasy settings. Age of Decadence had some flaws in its world building and backstory, but I found it refreshing that there was no magic in it.
If you remove magic entirely, then the term "fantasy" no longer applies, and you have something more like historical fiction.
In any case, I am more interested in the reverse direction, where magic is so commonplace that it's a part of everyday life much the way technology is in ours.