You’re very welcome, Michiel.
Here is another one minute clip, using your file and showcasing the one option to rotate the texture (note that I start rotating and then hold the shift key down, snap!). Your adjusted file is linked as well.
Files:
https://www.amazon.com/clouddrive/share/rknN0agv7CRSYpQD1awedT4hri7bsbsPFKsnwz4et5R
The link contains as well your scene file. Note that you could also, use a Layer shader, and there go to Effect>Transform, to get an option to rotate. Personally, I tend to rotate it in Photoshop and have it directly as I needed it, if the UV(W) is already set.
Nearly every project can be turned into UV(W) projection. UV(W) stands for a similar space than XYZ, except it is “normalized, from 0-1, so the image resolution will not matter, e.g., if you exchange it for a lower or higher resolution. The W is for shaders, the Z value, but for images the texture space is just a flat square. UV(W) has a set of “polygons” as the model has, and each of those act like a picture frame for the given polygon. The part of the image get filled (stretched) with it. So, have an eye of the needed mesh resolution, it can be easily too high or too low. Since it adds data to the scene, the processing time changes.
To go from an projection (like a slide projector) to a more sticker/label, UV(W), texture method, it is the same if it is cube or flat or spherical: the only thing that matters, in the moment you create the UV(W) tag, the projection must be proper, as it stays that way then in UV(W) settings.
UV(W) is typically a little stopper in each hands on course, but when it is clear, it is a great tool to work with, especially if you can familiarize yourself with the UV Editor.
All the best