Agreed. The only other way to manage this would be to utilise Bluff and tackle any enemies drawn to you solo away from the others, but not all enemies can be bluffed, meaning if you attempt to use Bluff and it fails for whatever reason (non bluffable, or failed bluff), it will treat it as entering combat normally.
This then means that all (current) stealth is currently over, since it's impossible to achieve the distance needed for enemies to drop aggro without utilising in game geometry to prevent pathing towards you and then make that distance to let the enemies (slowly) drop aggro. So Stealth actually got hit worse than before. I am unsure if the Devs actually intended this outcome however, as they were previously saying that Stealth shouldn't be impacted.
Most likely, much like the Abbot issue, is that it's an oversight and thus needs more adjustments to the code to alter enemy behaviour.
J1NG