Not so far as I know (speaking of movies).
I suppose this limitation could very well be due to capacity (Blu-ray and streaming).
I don't know whether it's desirable either, to have discrete FW channels. Maybe it is.
A designer/mixer could probably emulate this easily by simply creating an object at each FW position with a size of 0, and pour the full audio the designer wants that channel to play into it. But this might well behave in a very funky way if the layout is different than anticipated. I think this is why this is seemingly done mainly to add very subtle effect.
In general, I think that i) the overall creative result matters much more than the individual utilization of X speaker and ii) the "solution" (if one is needed) is likely a higher rate of adoption to the use of objects in e.g. Atmos mixes.
I think objects are challenging the industry a bit like when CGI came about. It's obvious that it's a very different process, both creatively and technically.
To use objects, you need to record audio files that contain (only and all) the sound an object should have. That is much different from wiring some microphones on a set and in a foley studio and recording all the sound together through one or more microphone arrays. Essentially solving the positioning issue by actually positioning the action where it's meant to go.
This challenge mounts when you consider that each action often would need to have multiple objects to accurately render.
Imagine for example a tennis court viewed from the side. A "ball cannon" on one side of the net serving a human player on the opposite side. Recording this with two microphones in stereo essentially, would likely provide a very believable experience in a very easy way. If one wanted to, one could even add reverbs of the recording in the studio (even into other channels) to simulate the echo in the venue. I think most people would feel as if they were there, if some thoughtful ambiance is added.
Now imagine this as objects (exclusively). Suddenly you need audio of the "ball cannon" firing (and only that). Separately, you need to record the sound of the human held racket hitting the ball (and only that). If you're going for effects, you'd also need to record a separate object (probably foley artist made) of the ball flying through the air. That's three objects already, and obviously many other interesting things could occur, each needing their own object. There could be the sound of the human, there could be other humans playing tennis in other locations, there could even be a plane flying overhead.
All this effort may seem fair if this is all very pivotal to the plot and action. But otherwise it's probably all effort that would be better spent elsewhere.
And this is also why I assume animation films will have an easier time adopting to this, since it's not as far from their normal (non-audio) workflow.
But much as with CGI, I think the industry learns what works and what doesn't, and how to better utilize the potential of this technology. And as they do, I think there's bound to be a wider adoption of the use of objects eventually, which will benefit all channels but obviously in particular channels like FWs that don't have discrete tracks to play.
Personally I would feel that a 9.1 discrete bed layer would make more sense than a 7.1.2, and the designers simply have to use objects for everything overhead and other desirable effects. But the format is designed with a different priority, obviously, probably matching better to what (home and "real") cinemas actually install.