I read the thread a bit more carefully and I think I am a bit confused about the term UVW mapping. The way I understand it it should be 3d mapping so for volumetric/solid/procedural textures and if it’s for 2d textures whatever is called UVW mapping in 3d Max must be just simple box mapping. And it does seem to work correctly in your screenshot. How sides are mapped depends on the orientation of the mesh in relation to the “box” in the box mapping. So what you should be able to do is simply rotate it and that is what happens if you rotate object’s data in edit mode:

or if you rotate object space itself in object mode with Affect Only Origins


Unfortunately rotating the coordinates in the shader does not work, because of how mapping node and box mapping works in Blender(feel free to report that as a bug, although I am not sure it will be considered as a bug or solved, but I certainly consider it to be a bug personally).
I don’t host the files any more, but I had a solution and I think node tree screenshots are still there in this thread from many years ago. In any case, rotating object space itself is not difficult, but that whole workflow might be very difficult to use in any case since you would have to have each part of your furniture as separate objects. I would recommend using UV mapping. I think you should be able to find a workflow that would be a lot more convenient and easier to use in the end.
Not really sure what the add-ons mentioned are about
It might be just me, but they seem pointless. Maybe I misunderstand something.