"I don't know any other types that do that. It's a special case."
Suppose I'm modelling a starfield for a computer game, and I have ships and missiles flying around. I then, quite reasonably enough, have a (collide a b) function that I call whenever I notice that one of the ships collides with a something else. We could have ships colliding with ships, or colliding with missiles, or missiles colliding wiht other missiles. Worse, we've relegated our collision detecting code to a loop that goes through the list of game elements, so we can't exactly say that a will be a ship or a missile (or even an asteroid). Different things will happen based on the type of object - missiles just cancel each other out, but ships have to explode convincingly, and of course there's a special handling for the player's own ship (because it's game over then).
It's not a web app, but hey ^^
So multiple dispatch is in fact a pretty good strength in CLOS, and it's generally done over the is-a-ness of the object ^^.
Somehow I feel that having two layers - an is-a type attached to an object, and has-a interface semantics attached to functions on an object, might work. Basically a type declares a set of has-a interfaces, and provides (using multiple dispatch) the functions used to implement the interface. So an object is-a ship and is-a missile and is-a asteroid and is-a player-ship, and each of those types has-a collideable interface, defining how different objects react to being bashed against one another.