To me, the future will most likely be languages that allows both functional and OO styles to interoperate. Programmers will pick the style or mix of styles most appropriate to the particular sub-problem they're solving.
We already do this with some of our high-level languages like Ruby and JavaScript. With these, we have higher-order functions, map and friends, closures, etc.. But we also have our familiar OO constructs. Almost every program I write in these languages uses all of the above, not just the functional or OO subset.
I so far have not seen any practical advantage in going purely functional. I've tried it a number of times, but I always find that the real-world programs I write need to be stateful. Yes, functional languages do of course have facilities for handling state, but they always seem super awkward, especially compared to the elegance of state handling in OOP.
For example, consider a simple, 1980s-style arcade game. There are a bunch of entities on screen, each with attributes like velocity, health, etc.. How do you maintain this state in a purely functional language? I've seen various suggestions, but they all seem to boil down to setting up a game loop with tail recursion, and then passing some game state object(s) to this function on each recursion. Doesn't sound so bad, but what happens when you have a bunch of different types of entities? E.g. player characters, monsters, projectiles, pickups, etc..
Well, every time you add a new type of entity (or a new data structure to index existing entities), you could add another parameter to the main game loop. But that gets crazy pretty fast. So then you have the clever idea to maintain one massive game state hash, and just pass that around. But wait, now you've lost something key to functional programming: You can no longer tell exactly what aspects of the game state a function is updating, because it just receives and returns the big game state hash. You don't really know what data your functions depend on our modify. Effectively, it's almost like you're using global variables.
I'm using games as an example here, but the same sorts of problems come up with almost any stateful application.
This is why I prefer languages that allow you to seamlessly mix functional and OO styles. They give you many of the benefits of FP without forcing you to deal with the difficulties described above.