Sure, it can be useful when wanting to drop the derived portion of class, perhaps to drop dependencies.
For example say we have an object system setup where each base belongs to a derived type, and each derived type has various dependencies, perhaps fulfilled through dependency injection. A clone of a base might want to be created, though a completely new set of dependencies for the actual derived type of that base may want to be assigned.
This can be likened to an game engine where there are many types of colliders. Each collider derives from a base interface-like object in various ways. We want to clone a collider to retrieve it's position and scale (from base), but want to place an entirely different derived implementation on-top of this base. "Object slicing" could be a simple way to achieve this.
In reality a component, or aggregate object organization would make a lot more sense than object slicing specifically, but it's mostly the same idea.