The only example I can think of is in non-interleaved data scenarios, but that doesn't really seem like something that should be encouraged through the API. :\
Why not? Interleaved isn't always the best way to lay out your vertex data.
There is nothing wrong with non-interleaved data per se, it just don't have the same performance characteristics as interleaved data (see Game Programming Gems 1 or here). I just find it odd that Direct3D seems to expose the use of vertex buffer arrays whereas, as far as I can tell, OpenGL does not.