You also don't need to sleep, and don't suffer exhaustion from lack of rest.
I believe this could be abused.
Suppose a Slimefolk Sorcerer/Warlock uses Flexible Casting to convert Warlock Spell Slots to Sorcerer Points then to Spell Slots. The Slimefolk can then short rest to gain more Warlock Spell Slots via Pact Magic, repeating this cycle.
Normally this can be contained because eventually a player either becomes exhausted or is forced to take a long rest. All other races sleep once a day to avoid exhaustion, except Elves who mediate for 4 hours and gain the effects of 8 hours of sleep.
A Slimefolk could stay up for days, weeks, months, years, accumulating god knows how many Spell Slots.
This may not seem like a big deal because you won't let your Slimefolk do this, but what are you going to do when the party wants to take a long rest? The Slimefolk will inevitably opt to take 8x short rests. Once the rest of the party has finished their long rest the a Slimefolk with Sorcerer 2/Warlock 1 would have 11 level 1 Spell Slots.
I suggest the Slimefolk needs an equivalent mechanic to the Elf's Trance, forcing them to take a Long Rest once per day. Here is my suggestion:
Ooze Nature
Your creature type is both humanoid and ooze.
You also don't need to sleep, and don't suffer exhaustion from lack of rest. However maintaining a form for a long period can cause exhaustion, so for 4 hours per day you must return to being an immobile puddle of goo. After, you gain the same benefit as a human does from 8 hours of sleep and when you finish resting you can choose a permanent form as if you were the target of the Alter Self spell.
The wording could use some work, but I'm sure you see the intent.
It is way overpowered
Base characteristics
In general, 5e races are not that impactful. They give some ability score bonuses, some proficiencies, and some minor benefits. Contrast this with your race which, even disregarding subraces, has two parts that both individually would be stronger than all the benefits of any other race. These are:
You have resistancd Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered
Weapons.
and
starting at 11th Level, you regain HP equal to 1+your constitution modifier at the beginning of each of
your turns.
The first of these is simply very strong, to the point that you take half damage from most attacks, at least in low-level play. The second, apart from giving healing in combat, gives full HP between fights. This is entirely contrary to the design of 5e, which is built as a resource management game, and should therefore under no circumstance include infinite resources (healing). The first has as its closest parallel resistance to necrotic, fire or poison damage that some races get, and the second has no parallel in races at all.
The healing does have some comparable class features, as an 18th level Champion Fighter automatically heals to half health, but note that healing to half health, as opposed to full, does not completely negate health-as-a-resource, as a Champion will still have to use some form of healing (hit dice, healing spells, long rest) in order to attain their maximum survivability. There is also the UA Wild Soul Barbarian who could create infinite resources through its 6th level feature, but this was likely an oversight and will not become an officially published class.
Size, languages, +2 con, speed and age all seem fine to me.
Subraces
The subraces give some normal benefits, such as darkvision and keen senses. These are fine. They also give two more ability score increases, which puts them at the higher end of races. This wouldn't be a problem if it weren't for the other strong aspects.
Hybrid forms
These are very strong, but are not the worst offenders still. Some of them give flying or climbing speed, some give very high natural AC, some give yet more resistances, some give much higher movement, some give advantage on skill checks, and the biggest offenders give pack tactics or bonus action attacks.
This is all too much on an already packed race.
Full forms
Here we let go of all balance concerns.
As an example, the wereboar now has natural weapons stronger than any non-magical weapon (2d8), and it can do an even stronger attack as a bonus action, which not only deals 2d12 damage, but can also displace, prone and curse an enemy. It gets 6(!) more ability score increases, and gets natural armor for an AC of 23 if it has maxed out CON. To top it off, it has poison immunity.
This is all simply too strong. Any part of it on its own would be too strong (except I suppose poison immunity), and all together it is certainly too strong.
The drawback
As for the drawback I largely agree with Dan B's answer, that the drawback mechanic does not work. Indeed, the drawback tends to hurt allies more than the lycanthrope itself. It also gives more work to the DM, who will occasionally have to control a PC, and it also stops happening at some point, as eventually the drawback disappears.
However, although there are problems with the implementation of the drawback, there is also the more fundamental problem that drawbacks don't really work. Consider a theoretical drawback that is both fun and makes the race on average about as good as published races. That means that every combat where this drawback does not trigger or matters less, the lycanthrope is way, way stronger than other party members. If the drawback does inflict its woes, suddenly the party is handicapped to such a degree that they cannot overcome obstacles that they reasonably should be able to conquer. This makes it impossible to balance encounters, and perhaps even worse, puts the lycanthrope in the spotlight all the time, which takes away from the enjoyment of the other players.
You say that you don't want small benefits and drawbacks, but unfortunately that is the only way to make a balanced 5e race.
Comparison to other races
Comparing the lycanthrope to other races directly is essentially impossible, because of the sheer amount of features. So, let's compare the amount of features.
For the amount of features of the lycanthrope, I largely refer to the question and the rest of the answer. There's several features of the base race, combined with complicated rules for (in)voluntary shifting, then there are features for each subrace, for each hybrid form, and for each full form.
Compare this with, say, the tiefling. The tiefling has ability score increases, darkvision, two languages, resistance to fire damage and three spells. That's it. This is roughly the amount of features races have in 5e, and this is what it's balanced for. What you're trying to do is simply impossible.
How to make a lycanthrope
So then, what to do with the idea of making a lycanthrope? I recommend one of two things. First, you could simply redesign it all, placing a heavy emphasis on flavor but being extremely conservative with features that affect combat prowess. Second, you could try making the idea into a class. Classes are "allowed" to be much stronger, as it is where most of the power of a PC comes from. To do so you will still need to scale it down significantly to start with, but with more levels can come more powerful abilities.
Of course, NPC creatures have no real concern for balance, so you could certainly turn it into something to fight against, as opposed to something to fight as.
Best Answer
I'll dissect this homebrew race on a per-trait basis, and then offer an overall evaluation at the end:
Neutral traits
These are the traits I find are neither over or underpowered:
Pretty standard, nothing under or overpowered here.
All fluff.
This is better than what most races get, but it's situational enough to not be anything of note.
Pretty standard. I like the addition of the red color.
This is a cool trait, but I'm doubtful as to its actual usefulness in-game. The range is so short that you're still going to get surprised, and tracking whether you're upwind or if the creature is smelly sounds like it will quickly get tedious. Consider giving the Werewolf Keen Smell or Keen Senses (Proficiency in Perception), like an Elf.
The ability to change, itself, is pretty standard, however, the restriction on weapons and armor are weird (They can wield Foci and Holy Symbols, but not weapons?) This trait is probably the biggest counter-balance to all the positive traits because of the limitation on what you can hold in your hand.
Pretty Standard, though I wonder why you can't speak Wolf in Wolf form.
Exceptional but not overpowered. Gnomes can speak with small animals, which I've seen can be useful at times, this trait is going to be a lot more useful than its gnomish counterpart.
Positive Traits
These are the traits that your Werewolf race gains as benefits, which I rate as over or underpowered based on comparison with existing traits from other published races:
Overpowered. This trait effectively gives the Werewolf race 1.5x to double HP, with the resistance alone. Similar races with resistance such as the Dragonborn (1 element), Dwarf (poison) and the Aasimar (radiant, necrotic), grant only 1 or 2 types of resistances and only for situational damage types- a resistance to the three most common damage types is too strong.
The actual regeneration trait is also very strong. The only race I found with regeneration is the UA-Gothic Heroes Revenant subrace, and the Revenant only regenerates 1 HP per turn, your homebrew has the potential to regenerate 5 HP, with a +3 Con, at 1st-level.
This is tricksy. The d6 Bite is ok, but the claw attack basically grants you access to a non-light one-hand Martial weapon you can use to attack with a Bonus Action, normally you'd need Dual Wielder to pull that off. Taken in conjunction with the Shapeshifter trait where you can't wield anything in your hands when you transform, it sounds ok, but then there's gonna be the powergamer who will want to play a Monk in order to get the early d10 unarmed strikes, with flurry of blows.
Then again, if this race will be paired with any class that isn't a monk, he's gonna have no access to magical weaponry, and be forever at the mercy of creatures with resistance to Bludgeoning, Piercing and Slashing damage.
Flavorful and only slightly overpowered- most save DCs are computed as 8 + modifier + proficiency.
Overpowered. A Half Elf with Skill Versatility only gets 2 skills, this trait grants four. The Disadvantage with Persuasion doesn't counter balance this enough (nor does it make much sense, do you still get Disadvantage in Human Form?).
Overpowered. No race grants Proficiency in saving throws. These are strictly benefits from picking a class.
Overpowered. Unarmored Defenses usually don't include Proficiency Bonus as a component. This is because Proficiency is "free" as the character levels up, and it will quickly get out of hand at higher levels. Consider that at 17th-level, and at +5 strength, this character will have 22 AC, even before items that boost strength like a Belt of Giant Strength.
Negative Traits
These traits would be the counter-balancing factors for the Werewolf race. I will say, in advance, that these traits are not effective counter-balancers (it's not as discouraging as, say, Sunlight Sensitivity) for all the Positive Traits above. I'll explain why below each one.
Vulnerability is normally really punishing, but in this very specific case, when the vulnerability comes into play, it will feel like you're specifically targeting the PC, As Erik puts so well in another answer.
Also consider that not even actual Lycanthropes in the MM are vulnerable to silvered weapons, and no official race gives you vulnerability to anything.
Not a huge counter-balance, it will only come up once a month, and the DC is set pretty low (with a chance to break it every hour). What's more, smart players will make preparations if they know the full moon is coming up. They're going to tie themselves to trees or manacle themselves to a cell, which negates what this is supposed to accomplish.
As above, it's not a huge counter-balance. Smart players will avoid adventuring at this time of weakness. If you force them to adventure in this scenario, it will feel antagonistic.
Overall, this race is overpowered, almost broken. What's really glaringly overpowered are the Regeneration, Saving Throws, Tough Hide, Skills, and how the Natural Weapons scale so fast. The Werewolf race will outshine just about anything at low-to-mid-levels, and be powerless against higher-level opponents with resistances.
The race has too many things going for it, if you take a look at other races, they usually have 3 or 4 defining traits (not including ability score bonuses, darkvision, languages, etc), this race has a whopping 8.
Using this race power-level analyzer, from reddit's /u/aranim and /u/JamesMusicus, this Werewolf scores:
Total 13 points, nearly triple the score of the poor Dragonborn (4.5), and eclipsing the highest-rated Mountain Dwarf (8).