The specific resolution of textures doesn't matter. What does is the scaling factor it gets rendered at on screen. If you want things to come out consistently clean, the texture resolution must always be higher than the resolution that texture gets presented at. In a game where your character's face may grind against walls, you may want those 2k resolution bricks even at 1080p, possibly higher depending on how intimate the game lets you get with the wall. How much resolution you need on a screw head texture? Depends on how close your viewport can get to that screw head, how much of your field of view that fills in the worst case and how many screen pixels that is. Same with everything else.
Of course, by the time you are that close to a wall, there is basically nothing else to render and it becomes a strictly VRAM size issue, which circles back to the argument of 8GB getting too tight for comfort.
Just about anyone who plays games should have come across many instances of things they wanted to take a closer look at only to realize that whatever those were, they were never meant to be looked at from this close. Higher resolution textures all-around would reduce that.
Even if you get really close to a wall, to where a 2K or higher res texture might be useful, I dispute the claim that it would really look much better. There's only so much you can do with a flat polygon, and I've never played any game where I thought, "Man, the textures look fine but when I get too close to a wall, it looks bad." It's all relative. You might be able to make the wall look
slightly better with a higher resolution texture, but not so much so that I think it's a critical factor.
Basically, DLSS, FSR2, and XeSS at 2X upscaling don't usually look much different from native rendering. And for textures, you get a similar 2X upscaling range (which is really 2X in each dimension, so 4X) of wiggle room. You
can make a few things look better, sure, but it doesn't
really matter in terms of making a game look significantly better.
Most textures, that are used in the final rendered output, are probably 256x256 and 512x512 mipmaps. 1K and 2K textures only matter (a bit) in select cases, mostly if you're playing at 4K resolution.