We need tri-planar mapping
The default box mapping approach has certain limitations, such as texture stretching when the texture is rotated and discontinuities in the texture at the intersections of different faces. That's why we need tri-planar mapping. It offers a more flexible and adaptive solution to texture mapping complex shapes, ensuring that textures are applied smoothly and without distortion.
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I have a mapping solution suitable for 3D procedural textures that you might want to check it out (can work with 2D textures in box mapping too). It takes care of stretching and scale density automatically even for multiple objects with different proportions sharing the same material. It works with geometry deformations too and It's based on Geometry Nodes, Generated Coordinates and Python: cosmomidias.gumroad.com/l/magic-coordinate .