Actually hold position has never worked right in any of the DA games. Your party would always follow you once you got a certain distance ahead of them. I don't think they will ever change this because most of their encounters are designed around the premise that your party will run in and be surrounded. It's a sloppy way of making fights more difficult. Anything that prevents you from being surrounded reveals that most of the fights are a cakewalk so the game actively fights you to push you into getting surrounded as evidenced by:
1. Party members ignoring hold command and always following you after a certain distance in all three games.
2. Enemies not spawning until you enter a room in DAO and DA2 (especially DA2) and the door locking behind you.
3. Enemies not following you beyond a certain zone in DAI; you can't lure them into ambushes.
4. Trash mobs spawning in waves on top of you from all directions in DA2.
5. Party members actively ignoring hold position command in DAI unless you constantly spam it.
I am sure I can come up with some more, but those are the most obvious ones. The bottom line is that the game isn't designed with you giving commands to your companions in mind. It's designed with the premise that you will run in no holds barred to become surrounded and let the AI handle your companions.
Most encounters are designed like this: Player runs in. Player gets surrounded. Fight is hard because player takes damage from all sides. This requires minimal effort in enemy AI or battlefield set up.