"Introduction" or "example", sure. A fairly large volume of modules/adventures that are all generic enough to be cut and pasted in anywhere.... that one sounds tricky.
Goodman Games, with their line of modules called "Dungeon Crawling Classics" have done it pretty well. In fact, they have created a fantasy campaign setting to fit the adventures AFTER releasing 30 modules. Now they have more than 50 modules and campaign boxes, all of them are stand-alone and world neutral.
But how can you be sure that they didn't have that setting in the back room all along, and just didn't release it until after they decided there was an actual market for it?
As I mentioned before, most of the "generic" stuff TSR put out actually came from settings that either hadn't been published yet or were prepared especially for tournament play. Having done some module design and the like, I've always found it difficult in a fantasy setting to come up with something catchy unless I have a world or setting framework in the back of my mind while I'm designing. Granted, the players may never see all the backstory stuff, but you can be sure it's there.
The experience I had with my group when we customized the RM system to fit my world has really convinced me that you need a strong setting to get people hooked. This group had been playing "normal" RM for some time, but once we tweaked the rules to fit a system, and got that in-depth world in play, our fun factor went way up. And as a player, I've always enjoyed the more immersive factor that comes from a good setting.
I have to admit I've never been a fan of RMSS/RMFRP. We got it when it first came out, and I never enjoyed it as much as RM2 (using the core books and stuff from Companions 1-3). I found that stuff that worked with RM2 just didn't balance right with RMSS. But, like all things gaming, YMMV.