Typically, they involve fine- to medium-grained objects, particularly those that have dynamic state (meaning by-value copies are not an option.)
An example might be a FlightAware-like system where each plane has a dynamically-updated position:
class Plane { ... void UpdatePosition(const Pos &); Pos GetPosition() const; };
using PlanePtr = std::shared_ptr<Plane>;
using PlaneVec = std::vector<PlanePtr>;
class Updater { ... PlaneVec mPlanes; };
class View { ... PlaneVec mPlanes; };
Updater routinely calls UpdatePosition(), whereas View only calls const methods on Plane such as GetPosition(). There can be a View for, say, Delta flights and one for United. Let's simplify by assuming that planes are in the sky forever and don't get added or removed.Destructing Updater doesn't affect Views and vice-versa. Everything is automatically thread-safe as long as the Pos accesses inside each Plane are thread-safe.
The key here is that Plane is fine-grained enough and inconsequential enough for lazy ownership to be ideal.