Example:
A lamp with a bulb using lightmaterial / glass material in a selectmaterial - each instance can be switched on and off, without going to the material editor and have two material versions - with the toential risk of having redundancy errors.
In fact I used to do this with controllers linked to a parameter I could turn off and on elsewhere in the scene (like the O.G. Light Lister tool that got discontinued - I'd turn the opacity map off and it would switch to a glass material instead of a black light mat). But instead of using a SelectMTL, you defer to nested (or not) Blend materials. You can link most features with bezier/linear float controllers and assign custom attributes to the objects in the scene. Most people just don't know about it because they have no interest in it.
The other one I've used in the past is selecting which HDRI is used in the scene at any given time by linking the SelectMap SELECTED controller to a generic light object that doesn't actually render. But changing the intensity value to 0.0, 1.0, 2.0, 3.0, etc. would change which sky is visible.
- or a monitor where you have 10 different content maps, where you can switch the content per monitor instance - without having to go to the Material Editor. ( and yes, I know you could just amke a multisub with the individual screen content as a material - but then again, you have to have redundant materials. )
You could do this with one material, but plug the screen texture into a multimap and set the randomization to Object GBuffer ID. Then, when you duplicate your monitors (even as instances), you can assign each one a different ID under the properties window to control which image appears on the monitor. No need to for 10 materials, just 10 bitmaps plugged into 1 multimap into 1 material.
I think there is still a bit of background setting up in order to use this User Property much like linking controllers throughout a scene, but I like where your head it at. +1