This race has fancy sounding abilities, but is considerably weaker than the stronger 5e races, including PHB ones.
While it has a lot of abilities, they either come up rarely, or are very niche in use. Frenzy only triggers on a critical hit, which is usually a fairly rare occurrence even if crit fishing - and abilities that help you score critical hits (even regular access to Advantage) tend to be after level 3, where most serious melee attackers pick up a Bonus Action of some utility (which is often an extra attack anyway). The most common source of crits, Advantage, is granted by the ability - which is redundant if you already have Advantage and it's how you got the crit in the first place.
Beast Sense is a very niche spell. While it could be very useful, the ability it grants comes standard on Familiars who are available via a single feat (that also grants other benefits) or a single level in Wizard, and who are permanent companions instead of having a duration of 1 hour. The utility will also vary hugely from table to table, and compared to a spell like Invisibility, will have fewer situations where it is useful. The synergy with the Ursine's ability scores (Strength and Wisdom) is basically nonexistent - scouting is most important for an arcane caster (Int or Cha) to set up situations to use their area spells, or for a rogue or archer (Dex) to maintain distance and kite enemies with ranged attacks.
A variant human with a feat appropriate to the build of the character will run rings around the Ursine in terms of utility.
Unarmed strike having 1d6 + str is something that is unlikely to come up much. Most abilities that make use of unarmed strikes increase the ability to at minimum 1d4 (Monk), and more often higher (unarmed fighter's 1d8, for example). Ultimately, it will mostly help if the party loses their gear and is imprisoned or some other rare situation where unarmed strikes would naturally come up, or more likely, when the Ursine scores a critical hit and can make a bite attack as a bonus action (assuming they don't already have a better bonus action use).
Even a fairly non-optimized race like Half-Orc compares favourably to Ursine. Str/Con is generally a better combo than Str/Wis, although that often doesn't matter. More importantly, Relentless Endurance comes up any time the Half-Orc is knocked to 0 hp - a common occurrence in most parties that fight hard battles, and the effect is powerful - it keeps them in the fight. If the party only fights combats where no-one is knocked down to 0, it's pointless - but games like that are less common than the opposite, by a significant margin. On top of that, not a lot of games emphasize scouting and don't have any rogues or familiars in the party such that Beast Sense (and a trained animal) would be adding a lot of utility. It's rare to not see a familiar or a rogue in any D&D party.
On Savage Attacks vs Frenzy, Frenzy wins out.. barely.. but only if the Bonus Action is totally useless. On a 2d6 greatsword, Savage Attacks is only +1d6 - 3.5 damage. On a greataxe, it's +6.5. A bite attack with 18 str (assuming level 4+) is 1d6+4, so average of 7.5. 1 more than the greataxe. If you have ANY use for the bonus action, such as say Hunter's Mark for +1d6 (+3.5 damage), a greataxe and savage attack critical outpaces frenzy critical due to preserving the bonus action. Meanwhile, if you are adding extra damage (such as via Divine Smite, Hunter's Mark, Hex, etc), and have already applied that or don't need to apply it separately, then Frenzy is better - as it provides a vehicle to Smite again or w/e. But it's certainly not just outright better, not unless your half-orc is using a dagger with no bonus actions available at all or something. Even then, although you're rolling with advantage on the bite attack, you could still miss. Savage attacks can't miss. Unless you're a level 1 half-orc with no bonus actions and a crap weapon, it's probably not a simple 'frenzy is better' at any point, and after reliable bonus actions become important for the character, frenzy might be largely unimportant to you and not worth using your bonus action on. Hell, if you have advantage already, it might not even do anything for you at all.
Finally, you've got Darkvision for half-orcs but not for the bear men. This allows the half-orc to sneak around in darkness without needing to carry a torch, which is the use I see for it mostly. More rarely helpful for other stuff, but that's the one you see most often. Resistance to Cold, and Carry Capacityx2 come up far far less and are often going to be fluff abilities. I am actually yet to see a 5e PC take cold damage in the low level games of it i've played - a PC using Ray of Frost as their cantrip of choice is actually the one instance of cold damage i've seen. It seems rare, at least compared to Fire, Poison, Necrotic, and of all things, Psychic damage. Half-Orcs also get a skill proficiency, which ain't nothing, but is probably going to matter less than darkvision. Might matter more than cold resist and carry capacity, though. More likely to come up at least.
Either way, i'd back the half-orc over the ursine. They both get a crit bonus, but being able to stand back up when knocked down instead of being out of combat unless someone heals you trumps the ability to see through wolf's eyes for a bit. And compared to Mountain Dwarf Wizard, Yuan-Ti Anything, or Human w/ Delicious Feat... it simply doesn't keep up particularly well.
TL;DR abilities sound fancy but in practice are likely to be underwhelming. B- in terms of power level. Well outside the top tier races like Winged Tiefling, Variant Human, Mountain Dwarf, or Wood Elf Ranger. Lumped in with the 'Well, it does Something I Guess' races like Half-Orc, Gnome and Halfling.