You can bind multiple vertex buffers at once. However, unless you use instancing or similar (passing transform data in a constant buffer, for example, which becomes cumbersome beyond a certain number of objects and which is effectively the same as instancing anyway), all the buffers bound at a given draw call share the same bound transformation.
In other words, your options are:
- use instancing (which you have discarded for some unspecified reason)
- use constant buffers to emulate instancing (which may also be off the table for the above)
- make multiple draw calls, one for each buffer into which you were able to pack all the objects that can share a transform
- pre-transform all your objects on the CPU, write their final world-space vertices into the buffer, and draw that (somewhat silly)