The issue with that kind of combat has always been that it removes the major tactical element of positioning. There have been attempts to add it back in(e.g., Wiz8 party formations), but it's not the same. Without positioning, the games slide much closer to pop-a-mole(in the truest sense) gameplay.
So, like the two original Fallouts then? Not "in the truest sense" just "popamole" as it sometimes used in the Codex. Any combat where you can't give specific orders to your teammates is like that. Unless you make it a proper low-level tactical game with teams or even squads but then we are probably not talking CRPG anymore.
People who claim that Fallout 1 combat was fine are out of their minds. There is a crucial difference between
"fine" and
"fun". Fallout 1 combat was mechanically very lacking. Additionally build variety in combat was only ok-ish and the combat encounter design was poor. Enemy variety wasn't great either. And it was too easy. It was "fun" nonetheless because it was mostly fast, had cool animation and body part shooting. However if someone want a repeat - i don't even... If you are making a Fallout 1 inspired game - make a properly interesting combat or at least make it different. If i have to choose between some kind of 1st person blob-erish combat and the original - i want the former. As long as it is as much tactical as a blob gameplay allows it. Obviously a proper tactical 3rd person combat would be much better but i'm willing to try blob. Also, please, make the game have any difficulty to speak of.
I believe it all come from the Fallout 1 status here on the Dex. Since it is considered by some a "holy grail" instead of very good but flawed game - as it should - people stopped seeing the "flawed" part and simply want more of the same "best game". Well, you got it. Atom to the rescue.