SL doesn't allow smooth horizontal scrolling, so most of the scrolling would need to be vertical. I can only think of a few game designs that would really benefit from independent vertical scrolling, and most of them are essentially vertical shooters with status bars. These are the same sorts of things for which one might use offset per tile on the Super NES or offset per column pair on the Genesis.
Pippols by Konami is a vertically scrolling shooter for MSX with a
fixed status bar at the right. Because the MSX lacks scrolling entirely, Pippols works by storing copies of the blocks vertically offset by 0-7 rows in the pattern table and redrawing nametables whenever the screen scrolls. The TMS9918 family VDP, unlike the NES PPU, makes this efficient because rendering leaves spare cycles for the CPU to write to VRAM.
Konami also made a vertical puzzle shooter called Quarth. The
Game Boy version's graphics are based on the blocks coming at the player, with a static window at the right side giving the score and the like. The
Famicom version on a CNROM compatible board instead
scrolls the borders along with the playfield.
Along similar lines to Quarth are things like Puzzle League (Panel de Pon/Tetris Attack) and Mr. Driller, where the player is drilling through a column of blocks with unbounded height. I guess those could be implemented by redrawing the nametables to scroll a row at a time, like Magical Drop and Palamedes and Kirby Star Stacker and Bust-A-Move do.