I think it is common to have an interleaved buffer because this is easier to create (involves less buffers, more intuitive) and is supposedly faster (because of memory access patterns or something similar), the big advantage of tightly packing is the ability to update only the data you need to update, resulting in faster updates. Most OpenGL tutorials teach about VBO by drawing static meshes, which don't need updates and so benefit from interleaved data.
General opinion seems to be: Interleave as much as possible, split when needed.
See: How does interleaved vertex submission help performance?
And: Performance gain using interleaved attribute arrays in OpenGL4.0
See also: http://www.opengl.org/wiki/Vertex_Specification_Best_Practices
Which states directly:
"How much interleaving attributes helps in rendering performance is not well understood. Profiling data are needed. Interleaved vertex data may take up more room than un-interleaved due to alignment needs."