I mean, no one’s forcing anybody to go implement any of these things. If you find them useful, do it. If not, don’t. There’s no need to be overly literal about it.
To me, the Inform 7 examples seem like a good-sized corpus of small self-contained examples designed to show off particular features. If you want to “prove your IF system is feature complete” (whatever that means, and if it’s even a desirable goal) you could do worse than to look through this pile of things that people thought were interesting or important enough to include at the time, and decide whether they’re important to you and your system here and now.
I’ll also point out Ryan Veeder’s 2014 Craverly Heights, which is smallish and he’s said it’s ok to port it, both on the game page and in this intfiction thread. So that’s a somewhat more modern example that may or may not be interesting to you, though it’s certainly not a “standard” in any respect:
I am passionate about art that is thrown together without a lot of preparation or revision. […the game was] designed and programmed over about a week.
The narrative of the game concerns acts of extemporaneousness similar to the game’s creation, and I like to think the game creates the sense that the characters, the player, and the author all don’t really know what’s going on. So it is ironic that this game has been painstakingly recreated several times, in several different programming languages