Tiling UVs outside 0-1 range for environment assets

Scaling UVs outside the 0-1 domain should usually be avoided.
The exceptions are extremely disproportionate meshes, like a very long, but not that tall wall section. This coould be scaled vertically to fit and overlap horizontally.

What I would do is: Scale the UVs to fit perfectly in the 0-1 space and then use a “TextureCoordinate” node in the material setup to achieve scaling of the texture sample.
This would also give you more felxible scaling options than oversized hard baked UVs that are always used unscaled in the materials.