Tessellation: What use is it beside LOD & displacement mapping?

Tessellation and displacement mapping go great together.

I’m wondering if there are ways of combining tessellation and displacement mapping besides adding details and smoothness as the camera gets closer?

Are there ways in which tessellation can be useful without displacement mapping?

Could tessellation be used with parametrized inputs and/or animation? If so, what might that be like?

The new Tomb Raider uses it for making tracks in deep snow, and some other newer games use it for doing dismemberment (not sure how on that though).