unfortunately, no. That just isn’t how textures work. When you sample a texture you sample it from a specific point called a UV position. Once you have already sampled a texture all you have is the data at the particular UV sample you grabbed.
For the world aligned, you need to pass a texture OBJECT so that the shader can sample each texture from the correct location.
Now you COULD do something different and instead of blending 3 different textures, simply use an IF node to modify the UVs of one texture. But you would end up with a complete hard edge at the transition points and probably very bad mipping issues there too unless you use ddx and ddy to specify the mips (set mip to derivative mode on node).
To do that last version you need to get the dot product of the worldnormal and the 3 projection axes (just like it does inside of the world aligned blend node). Then you would find the largest one of those and that would be the UV that wins.
Note that I don’t really recommend that method but thats the gist of it.