Stealth has been a broken mess and the topic of many discussions since launch and for years its many problems have gone unaddressed. Changing Hide to a full action and preventing hiding within threat range were good changes, but they're not enough to prevent the system from being excessively abusable. This was demonstrated to the whole world during the last PFH.

Being able to sneak around enemies freely while they're locked in a stationary trance during combat is horrendously broken. This remnant of Divinity enables a great deal of abuse, it detracts from the turn-based exploration mode which would otherwise be great for synchronizing stealth movement and it teaches the player that splitting the party in a dangerous location not only goes unpunished but is actually preferable, which goes entirely against the spirit of DnD. However impractical this may be in some multiplayer situations, it's just not worth it.

Larian, I'm seriously asking you even at this late hour: roll initiative for the whole party when anyone gets detected regardless of how far everyone is.