My interpretation of "blobber" is it's just removing combat tactical detail in favor of fast action. You don't have to think about party positioning. It's one less thing to think about. This is a feature, not a deficit, to many.
So I'm wrong?
Honestly, if I was making a first person game and wanted party members, I'd probably blob them together too. Not because I like it, but because it might be easier to code. Not having to position them in the code and not having to render them or give them animations and whatnot. I'm sure there're many benefits, like less pathfinding concerns and AI issues. Companiions can be hard to do RIGHT in games. Broadly, it frees you up to abstract it and be more creative.
And hey I understand your comment about immersion. I like first-person too.
Well, you're wrong in the sense that "fast action" is the primary reason for blobber combat. For one.
Blobber combat can still be tactically interesting. Take Elminage Gothic for example. You have a D&D style spell system, with many different types of spells ranging from buffs to de-buffs to death spells and all in between. Then you have enemies who also have special skills and aren't afraid to use them. So, you may come across an enemy that doesn't attack for a lot of damage, but has the ability to behead your characters. Or an enemy that can poison your entire party. The possibilities are endless and EG explores them thoroughly. Combat as a result is tactical in that you need to hit the enemy with the right spells and also fight against an enemy who uses tactics on you.
Combat in this sense can still be very strategic and time-consuming.
Now, removing movement is not a real loss here. Of course, you have Bard's Tale IV coming out which promises to add some movement elements, and also games like the Realms of Arkania trilogy, which add movement to the combat. Removing it in a typical blobber is not really a removal that causes a defecit.
While it would be nice to add a tactical grid, say, to Elminage Gothic, you do have to deal with front and back rows in the game already. Both your characters and the enemy have rows, so some of that would get muddled and lost in an all-out free-for-all style movement system.
So, would you rather deal strategically with rows, or deal strategically with character movement? It's a bit of a give-give situation and comes down to personal preference. I'm not saying I love one over the other, at all. I think both systems have their merits. But blobbers are not naturally deficient because they lack character movement of other turn-based games. Where they lack in character movement they make up in other areas. So it basically comes down to personal preference.
I find that I can enjoy pretty much any RPG combat system as long as it offers the (and I say this lovingly) "nerdy" RPG elements that I dig. EG delivers nerdy elements, free customization and exploration and experimentation, just like Baldur's Gate or Realms of Arkania does.
Personal preference is really the bottom line here.
And in my opinion, first-person perspective is always a bit more immersive. I really don't care for 3rd person that much. I even played my recent Gothic 2 Let's Play entirely in first-person for this reason. It's just more immersive and you can feel the world a bit better when you're viewing things in the first-person perspective.