Another example is open world games. They have to keep world coordinates centered on the player because for large worlds, the floating point inaccuracy in the far reaches of the world starts to really matter. An example of a game that does this is Outer Wilds.
caveat: this is not my direct experience so i might be wrong -- but someone who was doing an different masters project at the same time as mine was doing a mini on-rails video game and mentioned this.
apparently it's also because of the "what is up?" question.
e.g. in outer wilds ... how do you determine which way is "up" when "up" for the player can be any direction.