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It's point 15 on this list [wiki.wesnoth.org] and you can find it discussed elsewhere on the wesnoth forums if you search for it.
Personally, I kind of think that it's nice compared to have ranged units mechanically close to melee units both for the sake of simplicity, but also because it keeps out some of the shenanigans you can see in things like Master of Magic and Heroes of Might and Magic.... I think the biggest thing is that it means that Zone of Control and being able to move around the unit is equally important for melee and ranged units as opposed to only being so for the former (ignoring the usual ranged units forced to melee adjacent rule used in MoM, HoMM, and others)
Multi-hex range also tneds to make games really hyper-offensive, which can feel good against computers, but isn't really that interesting against other humans in my opinion.
The current approach is mechanically elegant--it is not necessarily "realistic," but then neither are single units occupying an entire village. As a long-time player of tabletop games, I really appreciate the fact that Wesnoth embraced being a game, rather than trying to be a simulation.
Anyone who played the South Guard campaign can attest what a slog was the cave level in there.