The thing with the OP's example is that the stand sounded unnecessary. They had teleported far away. Unless the bad guys had some ability to follow a teleport if used within one round of the teleportation -- similar to the time crunch on the Revivify spell and a special ability / spell I think the game should have fairly commonplace to help deter Scry-Buff-Teleport raids -- or similar, staying behind to fight them a while didn't actually help save his allies at all. So to me at least, it's not quite the same thing.
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From my perspective, it seemed like it was unnecessary. However, I can certainly see the party perspective as well - they had just had two PCs dropped on a single full attack and then were hit by a Blasphemy spell, which dazed the entire party save the cleric. Since the two fallen PCs were next to the Deathless Frenzying berserker (who was at like -119), she didn't want to chance coming into his melee attack range.
The party was sort of spread out and engaging several targets, to the psion and the sorcerer could not able to unleash the big Area of Effect powers/spells. That served the party well in their previous battle with the drow, but not so well last time around.
Also, because of a Darkness spell, the party could not tell that the warlock was at 5 hit points out of his original 98 (if they were in melee, I'd say that he had blood coming out of several wounds once they get 10hp or below) and the Blaspheming cleric had just come onto the scene.