Goblin Fights in D&D Are the Worst
kotaku.com
kotaku.com
And you hardly have to go to the length of explanation to make them more interesting: give them scouts, a simple power structure, basic tech (stick+stone spear, carts, etc) and you have more than enough justification to pull more interesting fights out them. A goblin runs, presumably informs some leader, and soon you get a swarm out. You don't need to explain this; rather its what you'd expect to happen, if you saw a goblin with a scope or something.
I mean, it doesn't really matter. Its trivial to fudge the lore on the fly, and to skip dull encounters entirely. I think they still hold value in terms of flavor (territorial control and general threat of the area), and for giving players a way to acknowledge growth (compare lvl 1 fights vs lvl 10 with a horde).
Actively dreading them, I think, is the result of an overly mechanical DM. You're basically operating like a CRPG would, incapable of gauging whether a horde should attack, stuck with whatever the dice rolls.
And hell, fudge the spawn roll. Interrupt the fight with a dragon. Force tactics onto them, by "accident": a group of goblins was ahead of the players, and a group behind, when they stumbled into the players. An accidental surrounding, and you keep your braindead goblins.
Worst case scenario: Claim new species and beef up their stats/int and make them as threatening as you want, while keeping general goblin lore.
They're too damn simple a monster to hate. You can do almost anything you want with them and get away with it