I think there's a lot of value in the concepts of OO's message passing, and exposing an interface that encapsulates some internals. It's a tool I regularly use in FP even with immutable types
Imperative OO to me though is plain difficult to do correctly, and shouldn't be the primary way that your encouraged to write code. It's much more difficult to track dependencies and who touches what in an imperative class, and you end up digging around the file before you can even know what you have to keep in your head.
With FP, you generally have pure functions that take in some state and dependencies, and produce a new state. Everything you need to know related to how that function behaves is explicitly given to you, and it's trivial to test the code. You can do this in imperative OO too, but you're nudged in that direction by default.
I do think there are cases when imperative code and imperative OO make a problem easier to represent/understand and faster to execute, but I like to keep those sections small and easy to fit in your head, delegating most of the logic to functions. The imperative OO is mostly some glue to bring the business logic to life.