UV Coordinates: Pixel vs Vertex - daily use

I would like to ask if there is a good habit to always use Customized UVs calculated by vertex shader as a “daily habit” instead using the default pixel shader UV coordinates attached directly to the TextureSampler ?
I know that vertex calculations depends strictly on the object mesh structure and I understand disadvantages of lowpoly with this solution.
But with modern GPU is the performance difference so significant to use Customized UVs every time ?