I can't really think of a game where that is suited. I have no problem with auto queues for turn based games though. The 'hot keys' to toggle on and off really don't counter having buildings grouped on a hotkey with an option to build when you need the unit.
I really don't like any form of automation in RTS games because it really caters to more hand holding that the RTS games are already plagued enough with. The games that I play require using your resources in the best possible way during that time, and if I'm building units when I don't need to be I'm using resources that could be spent on expansion or upgrades. I personally prefer to manually manage everything in RTS games because I don't want auto building based on a % of income for (x) unit due to resource management, army composition, and actively countering your opponents units, ect. It's very hard to give any positive feedback on this concept without understanding the game fully and if it would make sense. There are many reasons why you're "queuing" units in these games but it depends on the RTS you're playing and the core mechanics. Perhaps shift could be pressed with resource allocation hotkeys to keep them separate from unit ability hot keys? It seems like hot keys could be used to quickly adjust resource allocation. What if the player could specify a percentage of gained resources to be automatically used in the production of specific types of units? If you didn't need a unit, resource allocation could be set at zero. It's always a bit annoying to me when I play RTS games and I have to keep qeueing units.