What? controls can be clumsy in any game both in TPP or FPP, i never had a problem with control in TPP or that they was so clumsy as you say.
Max Payne game is set in urban setting and have good shooting, Vanquish sci fi game with good TPP shooting, The Division also set in city with good shooting, all of these games are good and TPP work great in them.
How many FPP compared to TPP have you actually played where you're walking into doorways, getting stuck on static objects, knocking over dynamic objects, etc.?
Furthermore, it appears to be a design strategy in which TPP games often have more open areas, tend to stay away from smaller rooms or corridors, etc. FOV tends to become an issue in many TPP games indoors as well, which isn't an issue for FPP games. Camera clipping, body getting in way of objects, etc. appears to be an issue as well.
I stay away from games like Destiny and the Division, so I couldn't attest to that (though a lot of gameplay seems outdoors and when indoors it can appear unnatural with player movements). From what I've seen of other popular games (Assassins Creed, GTA, Gears of War, The Witcher, Mafia and TLOU) third person is less than optimal in tighter areas, especially where GTA and Witcher 3 is involved.
That being said:
1.) It mostly comes down to personal preference.
2.) Each perspective is better for different things. TPP works better in games like Witcher and Dragon Age.
3.) Perspective might not impact RPG elements, but it can definitely change the narrative and environmental feel.
Me? I prefer FPP and Isometric over TPP for gameplay, but I would never want a game like TLOU to be in anything but TPP. And while I personally feel the FPP is beneficial for this type of game (as do the developers, which are actually developing the game), I
do think they should have the ability to toggle perspectives like Fallout 3-76 allows. Ultimately, I always vote for a developer to stick to their creative vision.
My personal favorite developer is Kojima, partially related to an interview he had at one point where he expressed that he actually expected to lose overall money and sales with certain design choices, but that he wouldn't sacrifice his vision for that.