In a way FF14 can serve as an example of a more dynamic game, at least early FF14 can. The lower levels had some recurring enemy types that players were expected to learn through repeated encounters. That would inform them on those enemies general capabilities and give hints on how to deal with new versions of those enemies. Things like cyclops and morbols. I wouldn't consider these to be exactly what I want in terms of less scripted combat, but there are some interesting ideas there on how to build a more dynamic combat system.
FF14 also has PvP which is unscripted by nature.
Many fights and mechanics in FF14 can be memorized and a lot of the difficulty comes from being unable to know what will happen exactly until you see it. That's the core of my complaint, and I think the same goes for many who are asking for less scripted combat.
You can write an AI script that chooses a response from a list based on the current situation and I guess you could call that scripted, but I wouldn't. That's dynamic. It's also something that FF14 doesn't do. In FF14 a mechanic happens at X time or Y % HP. Sometimes there is a choice of mechanic from a small list at X time or Y% HP, which is very slightly better but not a huge improvement. I think what people want is the illusion that they are fighting someone, an observing and thinking entity, and not fighting something, a mechanic dispenser.
