Do you not see the knobs around the widget selection? Try dragging them and pay close attention to the mouse cursor. It tells you what will happen -- move, rotate, or scale.
Umm OK I looked closer again, and now I do see the mouse cursor changes to allow move, rotate and scale. Seems to work. *But* there are a number of problems with this feature.
- the standard Unity rotate and scale transform tools are broken now for your widgets. for those used to just hitting w-e-r keys to translate, rotate, scale, this is going to be a big slowdown. This really seems like a bug to me.
- can't see anyway constrain your scale tool to uniform scaling (maintain aspect ratio of a sprite)
- if you look at any UIRoot hierarchy, e.g. your example scenes, at least half of the objects are standard gameobjects, containers and transforms, not ngui widgets. So this is inconsistent.
- what need is this solving?