I think there’s better patterns RPGs can use for them.
A lot of games now just put them wandering the world, and touching/attacking them prompts combat. Then, the game needs to invent various motivations for you to actually want to attack the enemy.
In a lot of games, they’re just genuinely in the way through tight corridors to a destination. A better approach can be to associate some kind of minor quest reward to directly pursuing the enemies.
But, then you get the problem that a lot of RPGs just have no interesting decisions to make in combat. And, participating in combat can lead to a slow wearing down of the party’s mana points, or the game’s equivalent. In many games, you only want to use the basic cure spell and auto-attack because you’ll survive fewer fights without mana rationing. It becomes counter-intuitive and less fun.
Some games resolve this well. Cosmic Star Heroine for instance, a short indie JRPG, heals you after every fight, and each combat is uniquely scripted in for pacing much like Chrono Triggwr.