There are a few herbalism mods which bypass the container aspect of the plant by using a script placed on the container to determine if (or how many) of the ingredients you should collect based upon various bits of info the moment you click on the container. Since the container is never actually used AS a container (the script has an "OnActivate" function which overrides the default OnActivate for the container which prevents it from opening), there's no reason the plant actually NEEDS to be a container.
So... an enterprising modder with an interest in making such a mod could simply start with one of those herbalism mods and then make a few changes (with permission from the original author assuming one intends to re-release it). The changes would be a bit tedious, but not at all difficult.
1) Pick a reagent - Note the mesh (or meshes) that correspond to the plant that the reagent comes from.
2) Create a NEW reagent (with a different ID) and assign it the same name, weight, value, and effects as the old one, but assign it to have the same mesh you found in step 1.
3) Assign the herbalism mod script associated with the plant/container to the new reagent.
4) Using the construction set, find a copy of this plant, making sure the mesh matches exactly for reagents that have more than one source (e.g. trama roots, various flowers, etc) and use the "search and replace" feature to replace every copy of that plant/container with the newly created plant/reagent. - just deselect the "selection only" and "current cell only" checkboxes to ensure EVERY copy in the gameworld is replaced. Each matching plant in the game world will be replaced with your new plant/reagent in the same x,y,z location with the same x,y,z rotations, and the same scale as the original.
e.g. Comberry - open the comberry ingredient (ingred_comberry_01) and rename it "Ingred_comberry_01_bush". A window pops up and says "you've changed the object ID. Create a new object?" tell it yes. Now, edit the new object and change the art file from n\ingred_comberry_01.nif to f\flora_comberry_01.nif (the mesh of the bush the reagent comes from). Assign the same script to this new reagent that was on the container flora_comberry_01 - Note that this does NOT normally have a script on it, which is why this requires that you start with an herbalism mod that places a script on the container which prevents the container from opening. Now, find a comberry bush anywhere in the gameworld, and using the edit menu "search and replace" function, tell it to replace every flora_comberry_01 with ingred_comberry_01_bush (make sure that "current cell only" and "selection only" are NOT checked). click ok.
5) Wash, Rinse, Repeat.
Now, the plants that used to be containers are actually reagents. When you do a mouseover, it will show the information for the reagent they provide because they literally ARE an exact copy of the reagent. Since the plant/reagent has the script on it which overrides the OnActivate function, clicking on it in the wild will NOT cause it to go into your inventory... instead, it will provide you with the same reagents that it would have when it was still a container. Also, since you only replaced the plant/containers and not the reagents themselves, copies of the reagent which actually exist in the gameworld won't be changed, nor will any in containers or NPC inventories. ONLY the plant/containers will be any different, and the only functional difference will be what they show on mouse-over.
Note that the mouse-over will only be correct for areas which are included as parent-masters for your mod. If you have mods which add new land regions, you will have to either include them in the load list when making your mod, or create patches for them... or not. If you don't, the plants in the new areas will still work fine, they just won't have the alchemy mouse-over information because they'll still be the original plant/containers instead of your newly created plant/reagents.