What I meant was that because there is no "Iran" or "Puerto Rico" in Middle Earth there is no mandate to include any specific elements of those cultures in any future stories made in Middle Earth. Because "Iran" or even "Britain" implies a specific historic combination of cultural elements and traditions that are distinct in the real world and those specific combinations don't exist in Middle Earth. So while we can see various elements in Middle Earth from various cultures, it is combined in such a way that makes it distinct as part of this fictional world and not the same as the real world counterpart that it is derived from. Using Asian culture as a reference for Rhun doesn't mean we should be trying to make Rhun a mirror image of Asia in the real world. It is not.
A good example of this is Elden Ring. It is a Japanese game that takes many of these elements and amplifies it to the max but in no way shape or form is it similar to the "real world" even though the influences from Japanese, European, Asian and other cultures are obvious. I liked even the names and how they actually are used correctly based on their real world linguistic counterparts they are derived from, like Gaol. The word Nox is another one that was even better because it isn't even obvious to me as a reference to Night or Darkness.
And in my opinion video games in general do a much better of job of world building in the high fantasy genre, which is more in line with being inspired by Tolkien than these studios and their live action adaptations. Which results in just randomly thrown together elements in a story with no thought of how they fit together or make sense from the perspective of the lore they are adapting or building.