How to break tiling repetitiveness using World Aligned Texture node?

Both suggested tutorials are using Texture Sample and Texture Coordinate Node.
While I need to use World Aligned Texture Node.

The problem of using Texture Sample Node, the result / appearance / the tiling size of the material on the mesh will change according to the scale of a mesh. Then I have to tweak it’s u tiling and v tiling for each different mesh to make the look correct. While by using World Aligned Texture Node. I don’t have to. It will ignore the scale of the mesh.

If there’s no way of breaking tile using World Aligned Texture Node. I guess bombing is the alternative for my case since I don’t have to use two different textures or more.