To fully answer this, you may have to explain what you mean by "soft turn-based." I'm not familiar with the term.
In a traditional turn-based game, you take one or more actions and then you have to wait for the opponent to take one or more actions before you can react. Some games, particularly online ones extend this to give the players a time limit, after which their turn is skipped. This still basically feels turn based.
However, when you start talking about "ticks," (note: many programmers will call these "frames" even when no graphics are involved) you have shrunk the time limit so small that the lines become considerably blurry. Taken to an extreme, FPS games consist of a series of ticks or turns that are usually between 10 and 20 milliseconds in length. In theory it would be possible to process your actions and an opponent's actions on separate threads, but in practice that never actually happens. All the actions for players in a location are processed sequentially. If you press a button during your 20 ms turn, then you fire or move during that turn. If not, your turn gets skipped.
EVE Online, as well as pretty much every other MMO I know about, are all based on this model to some degree. You do not have to wait for other players to act in order for you to get a "turn," but the server is always sequentially processing the inputs it gets in a generally first-come-first-served fashion. EVE is particularly notable in that 1. the developers are more open than most companies in talking about their technology and 2. the duration of "ticks" is variable in order to compensate for high player density that would normally be too much for the server to handle. But it's still generally following the same model that almost all MMOs do.
I guess whether or not you feel that "counts" as turned based is up to you. :)