I believe it is set like this on purpose (maybe you could use the two-hand animation if you wanted to?) Here's the code in attack.cpp:
Code:
case ItemType2HBlunt: // 2H Blunt
{
skillinuse = Skill2HBlunt;
type = anim2HSlashing; //anim2HWeapon
break;
}
Code:
case Skill2HBlunt: // 2H Blunt
{
type = anim2HSlashing; //anim2HWeapon
break;
}