Yes, we have. Rather, our group's Innistrad/Ravenloft DM has adopted Group Backgrounds.
I don't have the Eberron book, so I can't state the exact details in the book, but I know the purpose why we are using this.
Too many times over the last few years, new characters by existing players, or players new to our group have always been more chaotic and individually focused, rather than ever attempting to meld with the group or the reason why we go on adventures. They all too quickly adopt the mannerisms of escaped convicts and tag along with the group as long as it suits them. This attitude has permeated every action by some players and their recurring characters (not to mention new characters by some long-time players!), pitting one against the goals of the rest of the party.
Two of the new rules we have adopted for our group, before getting the Eberron book are:
1. You all know each other from past encounters, carousing, or shared history, backgrounds, family, hometown, etc.
2. Your secrets suck and no one cares, so don't bother keeping any.
We don't have 12 hours a weekend to role-play out every minute detail you have in mind for your character, and we don't care why you hate the Paladin as soon as you met her. Get along. Work together. Move forward. Play the Campaign together
Like I said above, I don't have the Eberron book, but I can come up with several Group Backgrounds that do away with disruptive loner attitudes of role-hogging players, and puts everyone on the same page. Yes, you can still play 'the edgy loner', but don't be surprised when the rest of the party collectively rolls their eyes when you do anything 'edgy' or 'lone woof'. You work for the party, and the party works for you. Get over yourself.
You all belong to, or are members of the same:
Crewmembers of a Ship.
Government Tax Collectors.
Religious Sect or Cooperating Sects.
Adventurer's Guild or Consortium of Cooperative Guilds.
Everyone Grew Up Together in the Same Village/Town/City.
You Are All Escaped Captives From the Evil Empire/Slavers/BBEG.
Alignment That Promotes Sticking Together Through Thick and Thin.
Castaways; Stranded on this Plane or Planet, Continent or Geographical Region.