More than one swarm in an encounter translates to "Do you have a controller/swordmage/dragonborn in the party? If yes -> Free pass to this encounter, if no -> Have fun with the clustergrind!"
Minions and swarms together can make for a great balls to the wall henchman mobfest battle, better at doing so than any prior edition, but it's still a head ache of 20 rolls per round and "use AOE or die!!!" mess.
Yes, but by the same token the Wizard and Sorcerer have the right to feel cool too.
Basically, there's a lot of ways to make combat grindy, and one very good one is include a critical mass of ANY specialized type of monster. Swarms, monsters with resists, etc.
2 on-level swarms as standards make the AOE blasters feel nice and useful, and also emphasize teamwork. If there's literally nothing of the sort in the PCs arsenal, the DM probably should thing strongly about not including them.
If, on the other hand, the PCs mismanaged the combat and managed to have the sorcerer knocked out early and on the ropes useless the entire time, well, that's the price you pay~
Swarms, with their auto-damage auras, nasty penalties, and cool abilities never felt grindy to me. Mostly, extremely frightening (their damage output when surrounded can get very nuts).