But something Exalted did, and D&D never particularly did and surely doesn't do now, is say maybe you don't need to kill the lizardpeople in the swamp terrorizing your village because they're a symptom, not a cause. Or maybe the prince on the hill isn't really that great of a guy, and he's just crushing his serfs with taxes. Maybe the trader who makes his rounds across the region is looking to get rich and frankly doesn't give a squirt about the welfare of anyone else as long as he gets his money on time, so the highwaymen troubling everyone are on his payroll. Instead, yeah, the lizardfolk are evil, the kingdom is always good, the merchant is just a guy you buy shit from; don't think about any of this stuff deeper than surface level.
I invite you to read over Curse of Strahd (you the reader, not you PaCo, he's in my Ravenloft game right now and I don't want spoilers), generally considered D&D5e's best adventure, and if you already have, did you notice how there is almost never a non-violent solution presented or discussed? To anything going on? To the people who tout it as a feature of Exalted, some unique thing, that you really can always use violence - you're playing D&D, man. You're glowing gold and you're punching buildings in half but that's still 12th level D&D. And D&D deals with fighting characters, usually, not broad concept things like wars or trade or discrimination.
So these smaller scale sorts of things with human actors and consequences, or even going up to the scale of a global empire like the Realm inexorably crushing everyone under its heel, is much closer in style and appropriateness to Exalted's attitude of not being D&D than being able to punch God in the kidney. Frankly I don't care for that.