The 'use' of shocking grasp at the moment is that, after you fill the room with water, such as from your free casts of it from Rain-dancer, you can shocking grasp the puddle and stun-without-save an entire room of enemies. Soon you'll be able to do this with witch-bolt too.
I had forgotten that was a thing.
I abused the hell out of that specific tactic (along with freezes too) in D:OS2 Tactician, and even then it was way harder to do it there on account of the armor system (though that game ran on cooldowns rather than spell slots too). I am not sure how I feel about wanting to do the same for BG3. On a fundamental level, it should bother me quite a bit,
because we really shouldn't be bringing mechanics from one game series directly into another older established series in an almost 1:1 copy. If it did extra damage only? Fine. But stun is a bit much.
I feel Larian is definitely taking it a step too far with this. Applying stun would be ok if it were tied to Wild Magic sorcerers as a random chance to leave ground effects/cause ground effect related status effects, or a special item with some downside, but baseline AoE stun w/o save cantrip that is enabled by a cantrip, or alternately a very easily acquired staff is ridiculous. Even in singleplayer games there can be things so overpowered that they overshadow other classes entirely, and it does not create a good experience.
The backstab/height advantage is a double edged sword, without it being implemented in some way, the game would become even easier in those encounters where it is a crutch for the AI. For some players it makes the game too hard because of this AI crutch in certain encounters, or it is annoying to want to have the 'best' outcome and feel obligated to optimally use the advantage system every encounter.