This is not lore, but is instead focused on D&D 5E mechanics.
In Xanathar's Guide to Everything, there is a Spell called Druid Grove which magically creates a warded area--and if you repeat the spell in the same location for a year, the magic becomes permanent (until dispelled).
As for size
The area can be as small as a 30-foot cube or as large as a 90-foot cube.
As for what the warded area does...
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
You get the following protections over the area...
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines,
as if they were affected by an entangle spell. To a creature immune to
this effect, the weeds and vines feel soft and reshape themselves to
serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have
the same statistics as an awakened tree, which appears in the Monster
Manual, except they can’t speak, and their bark is covered with
druidic symbols. If any creature not immune to this effect enters the
warded area, the grove guardians fight until they have driven off or
slain the intruders. The grove guardians also obey your spoken
commands (no action required by you) that you issue while in the area.
If you don’t give them commands and no intruders are present, the
grove guardians do nothing. The grove guardians can’t leave the warded
area. When the spell ends, the magic animating them disappears, and
the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
- A constant gust of wind in two locations of your choice
- Spike growth in one location of your choice
- Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle
breeze, and the area of spike growth is harmless.
So, in short, it would be easy to make the assumption that mapped Druid Groves are simply places where a powerful Druids has made a Druid Grove spell permanent. Anything else that may be within them is up to the druids who live near there and use the Grove.
If you'd like further info on Druidism in Greyhawk, and of the spiritual significance of a Grove...
Sacred Groves: The sacred groves act as centers of worship for the Old Faith. They are the lesser of the two worship sites and are much more common than megalithic circles. Oak groves are the most prevalent, but other trees are used, such as the massive deklo or the fruit-bearing usk. The choice of trees in a grove is crucial as every tree has symbolism to the Old Faith.
As taken from an old D&D 3.5E article on WotC's website.
Note that as I am not Anna B Meyer, I cannot say for absolute certain that this was their intent with the groves placed on their maps.