I remember this being a big thing in some communities around 2000~2005 to upload a full project folder that demonstrates something built with events in RPG2000/2003, to the websites, often for other devs to adopt it into their game if they understand how to even do that (because of the nature of CEs, maps and events, adding third-party's content is insanely complicated to manage).
We called it "scripts" back then, terms may be different depending on region and langauge. But I don't recall this kind of event-tech-releases was present longer than a few years. Users of RPG2000/2003 stopped doing it pretty much completely and some who were into RPGXP/VX/Ace continued traditions in similar way with sharing their own easy-to-copy script-code.
Which brings us up to the point that events should not be used for complex system-stuffs at all. That environment is somewhatlike the only option that RPG2000/2003 is giving you, but not desirable at all if there's a way better method. I can understand some prefer to tinker their cool custom animated title-screen on a map instead of writing a title-scene in code, that's okay, it happens way off from the game's main procedures, but everything else is no-no and rather bad for the game experience quality.
Events and maps will always produce unnecessary stress and add permanent inevitable flaws to the result you want others to play. They're there for bringing content to life, not for systems.
So the answer I'd like to give in conclusion from all that is... no, it's probably not a common way of tech-release (anymore). And for me, that impression (which can still be completely wrong) is a good thing.