Getting technical with the wording, my interpretation would be as follows.
Both Teleportation Circle and Drawmij Instant Summons would work, I don't think Leomund's would.
Teleportation Circle:
Casting into the object would require you to draw the circle with a 'particular' destination in mind since you are required to expend the components to put the spell into a ring of spell storing.
Later when you activated the ring, 'a shimmering portal' would open up within that circle that you drew. Limited use in my opinion, but by raw wording that's my interpretation.
As you cast the spell, you draw a 10-foot-diameter circle on the
ground inscribed with sigils that link your location to a permanent
teleportation circle of your choice whose sigil sequence you know and
that is on the same plane of existence as you. A shimmering portal
opens within the circle you drew and remains open until the end of
your next turn.
Creating the circle to a specific destination is part of casting the spell. The actual portal that appears is part of activating the spell.
Drawmij Instant Summons:
In my interpretation this works off of the same concept. You have to present the sapphire at the time of casting the spell into the ring. The spell is put into the ring. When you activate the ring, the magic triggers thereby putting an invisible mark on the item you touch at which time inscribes the name of the item onto the sapphire regardless of where it's at. This is only true because of the wording of the spell.
You touch an object weighing 10 pounds or less whose longest dimension
is 6 feet or less. The spell leaves an invisible mark on its surface
and invisibly inscribes the name of the item on the sapphire you use
as the material component
You used the sapphire at the time of casting the spell into the ring.
Leomund's Secret Chest
While both items are considered material components that could be ignored by a ring of spell storing. The spell explicitly calls out in the spell description that you must touch both the chest and the replica.
You hide a chest and its contents on the Ethereal Plane. You must
touch the chest and the miniature replica.
(I'm pretty sure 90% of spells with gp cost don't do this). As such this is a case of the specific text of the spell ultimately preventing the spell from being used by any of the above magic items you've listed without also having the item at the time of casting.
Practical Uses
Uses
Of the three Drawmjii's has the most practical use:
- Discreetly marking an item for later 'procurement'.
- Discreetly marking an item an enemy is wearing. Crush the sapphire and learn 'who' they are. Essentially weed out an alias.
- Discreetly marking an item an enemy is wearing. Crush the sapphire and learn 'roughly where' they are. (This has no plane restriction.) Used correctly this could simply be used to track down an enemy hideout/base or just keep the hunt going for a person that has escaped.
If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
Logical Reasoning
My interpretations are based on RAW readings of the spell and ring. You could of course house rule an option to magically transport the components into a ring. But that would have to be universal to all three to be concistent.
RAW does not specify, RAI clearly yes
The spell only says that you are transported to the Ethereal Plane. Taken strictly and literally, it would mean that you leave all your stuff, including clothes, behind on the plane you start from.
This kind of behaviour would be highly unusual from a D&D 5e spell. You are not expected to account for these things. Spells that transport you are understood to also affect the gear on your person. Some impose limitations, but usually about items that you would not be able to hold.
Also, this concept of "ownership" is absent from the mechanics. You are either holding an item or not. This is in line with the practically expected behaviour of "take even what is bolted down" characterising most adventurers, especially in dungeons.
Best Answer
Yes, you do have to be attuned to use its magical benefits
The DMG and basic rules say this about attunement:
5e rules designer Jeremy Crawford reiterates and clarifies this ruling on Twitter:
The instrument of the bards describes its various benefits, but all of the ones described there are magical. Without being attuned, you can only use it as if it were a nonmagical instrument of that kind (e.g. a harp, lute, mandolin, etc.); you gain none of the other benefits. As it so happens, bards can use any musical instrument as a spellcasting focus, so this remains true for an instrument of the bards even if you are not attuned to it.
The item description doesn't make any exceptions by specifying that you gain certain benefits without attunement.
...And trying to use its special properties without being attuned may hurt
The instrument of the bards doesn't have any negative effects if you're trying to use it as a spellcasting focus without being attuned.
However, regarding the usage of its special abilities, it does say:
This makes it clear that not only do you need to be attuned to take advantage of these special properties, but even trying to do so without being attuned entails playing the instrument - and trying to play an instrument of the bards without being attuned carries the risk of 2d4 psychic damage on a failed DC 15 Wisdom saving throw.