Your example is also a float3…
Cubemaps usually expect float3 UVWs. But if OPs texture isn’t authored as a cubemap then the engine won’t know what to do with the W/Z/B component. There are nodes to convert between 2D coords and cubemaps, like “UV to LongLat”.
What you need in general for this case is Component Mask to extract the Vector2 from the World Position or any other Vector3 output, marking only R, G channels, that would be X, Y.
While this will prevent the error, there is more to correctly mapping skybox and cubemaps textures specifically, and if you simply mask out the blue channel it may not look correct. As I mentioned in my previous comment, the UV to LongLat and LongLat to UV material functions are designed to deal with this situation.