I had this discussion in one of the ASL threads, but they tend to die after a while. I still think it's a good discussion.
One of the examples is 973 since Protoss has to make cannons, but still might lose some buildings along the way and the Zerg can drone to 30+ drones any time they wish. The only real loss is the Zerg never droning and attacking into 7 or more cannons and/or storm. Or forgetting to leave some hydras to protect overlords and not being able to drone. So if you deny scouting there's no reason not to do it almost every game.
Another example is the 8 gate not quite so all-in attack vs. Zerg. Once you get storm/dragoon you force a bad muta ball into templar trade (like 11 muta for 3 templars). You can even get a dark archon to maelstrom + storm instead (but you'll be missing the 3 templars to begin with). The only loss condition is continuing to trade without storms and actually pushing in. Using a bunch of storms is basically going to put you ahead while you comfortably take a third.
One of the examples I've stated that I'm finding out personally is building a lot of mutalisk vs. Terran. Not only does it keep you safer, it makes the Terran spend more on turrets, lets you snipe more SCVs, keeps the Terran honest (can't just tech to vessel). I've tried the lower muta count strategies, but it's just harder and you don't get the free wins when the Terran doesn't cover his whole base.
What examples can you think of? Maybe going reaver against Terran? Seems like it's just always good and forces turrets/goliaths that the Terran wouldn't necessarily want to build so early