Actually, thinking about it, stockpiles and beds are the perfect example: A bed room derives its function from its name giver, the bed. No bed, no bed room. Thus it makes sense to have the bed as an integral part of the bed room - a bed room without a bed makes no sense.
It's very easy for experienced players to forget how obtuse some parts of DF are at first. I remember commanding a bed to be created in my first map (I won't even dignify it with the term "fort"), and then wondering why no one would use it. After all, it's a bed, and it's sitting right there on the ground (in a stockpile). Surely they see it, and they obviously feel the need to sleep. Oh, you mean I have to press 'b' and place the bed somewhere else and
then they'll sleep on it? This is a non-trivial conceptual hurdle to get over, given that in real life there's no observable difference between a bed that's been "constructed" and one that hasn't.
It's just as baffling in the other direction. Suppose a new player notices dwarves sleeping on the ground. "Oh, I should make them some beds." Check the menu; I need to build some beds, so 'b: Building" looks good, and hey, Bed is listed right there! (Presses B) ... "wait, 'Bed ...
Needs bed'? What the hell does that mean?? I
know they need beds, that's why I'm trying to build them!"
Finally, it's clear that no bed does
not mean no bedroom. Dwarves can sleep on the ground! It makes perfect sense to designate a bedroom without a bed; it would mean that instead of sleeping wherever they drop at random, dwarves (or a specific assigned dwarf) would only sleep on these particular areas of ground. Once bedroom furniture gets built, it could be claimed, placed, and used in the same way that clothing and trinkets are today.
I think the most straightforward approach is to designate "quarters" in the style of zones or burrows, optionally assign them out, and then have dwarves claim beds and move them there automatically as they're built.
(Ninja'd! -- MMad is correct on all counts.
)