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Same use-case as @Ivan M above, video games.  When working with teams in Unreal Engine, you typically use a setting called "External Actors", which means each actor in a level is saved as a separate file.  Because each file is binary, we must lock them to ensure conflicts do not arise.  Therefore, a larger change may have hundreds of binary files that need to be locked and unlocked.

Image 911

Bump!  Locking/Unlocking files one a time is very painful when dealing with hundreds of binary asset files.  I usually must resort to using the command line.