I have no problem with generic orcs, goblins and the like (but even with them, I'd prefer identifiable tribes to add some differentiation) but when it comes to more powerful monsters, I prefer them to be more unique.
It doesn't have to be "The Hill Giant", but "Rodger, Hill Giant of the Fells" works quite fine for me, especially in a sandbox styled campaign.
To me, once you get beyond the basic humanoids and the like, especially in the wilderness, a small snapshot of the monster or adversary works wonders in making them unique.
Dungeons are their own style of environment, and what makes sense (or one is willing to suspend disbelief) in a dungeon environment doesn't work as well when the general populace is involved.
So, how do you handle monsters in your campaigns? Grab one from the Monster Manual, roll it up using Raggi's Random Esoteric Monster Generator, something in between?
The Minotaur for Old-School Essentials
*Requirements:* Minimum STR 9, Minimum CON 9
*Prime Requisite:* STR and CON
*Hit Dice:* 1d10
*Maximum Level:* 8
*Armor:* Leather, including shield...