It seems the easier solution has also a cost.
Variants of that idea had a cost that was being paid in the '90s on absolute potatoes, so I think they can afford it today. The caveman version back in the day before multisampling and shaders and even GPUs was to make textures that tile without seams in all directions, randomly rotate them by 90 degree increments, and possibly also with multiple variants of the same texture. It's how the texturing in Starsiege: Tribes worked (it had some additional magic that I've forgotten). You'd get some Rorschach tests, but people usually don't notice them when the developers do it well. Example:
To make things more visible, here's a pic of
a mod that has ground textures that show how the engine tiles textures:
For textures that have patterns in one direction like sand dunes and bricks, instead of rotations it can be done with offsets. That caveman version still works today but there are other methods now that make various tradeoffs, like being easier to implement at the cost of more work on the GPU. Having more options and more power doesn't solve the problem if the problem was bad/careless developers, though. Relevant example from the legendary Tortanic and its ramen planets: