How do I paint (wrap) a texture around a mesh with even texture dimensions? Blender Version 2.8

I try to paint a texture on a surface and want to have the same texture, no matter what zoom, distance or face direction I use.

I played around with the different texture mapping options:

Stencil: disoriented, once the face is not perfect aligned with view, size depends on distance to face

Tiled: disoriented, once the face is not perfect aligned with view, size depends on distance to face and the size of the brush

3D: disoriented once the face is not perfect aligned to x-y axis.

So far it seems 3D is the right otion (as stated in another thread I lost the link). But how do I solve the disorientation?

As one can see, it looks like the texture is projected in z direction only and any face not x-y direction is disoriented.
So far there might be an option to project the texture not in global but in normals direction, but I couldn't find it.
I would suggest with tiled patterns like this that you actually avoid manually painting until you have to deal with seams on your object. If you can use quads on your mesh, reset the UV unwrap for mapping all faces to a single tiled texture and you can then make use of Follow Active Quads to change up the mapping. Scale the UV up and down in the UV editor and you can manipulate the mapping with realtime feedback.