Doesn’t matter if your lighting is an expanded gamut, because the results still differ from what you want. Real world materials have albedos outside SRGB gamut, and so, therefore, should your albedo textures. The classic example is the red of a London double decker bus, its color isn’t reproducable inside the standard SRGB gamut. Either you’d, utterly bizarrely, have to find the exact right expanded lighting gamut set up to reproduce the color you see in real life, and thus make all the surroundings look bizarre. Or, just have material inputs support wider color gamuts like they already can, and then get the exact result you want and would expect regardless of lighting set up. Honestly, claiming lighting does it all is rather nonsensical, it’s like saying all albedo textures can middle grey so why bother because lighting set ups can get you “the right colors” anyway.