For anyone considering this...
A tile-based spherical world is possible, but you need to carefully consider the topology of your world sphere. And you need to decide what to do about the poles of the topology.
For example, there is a rather neat Catalan solid called the Rhombic Triacontahedron, which would give you a "globe" with each face being a rhombus of the same dimension. You can use this polyhedron's topology, but make it more spherical. The way to achieve this is by subdividing the faces into smaller rhombi, and then spherizing the whole mesh again. This results in a higher count of rhombic faces and thus a higher-resolution spheroid.
Above: A rhombic triacontahedron created in Blender (using "Extra Objects": Add → Mesh → Math Function → Regular Solid)
Then you can consider each subdivided rhombic region to be its own x/y grid.
Put them together, and you've got a continuous world.
Where it gets tricky is that the fundamental rhombic topology has twenty 3-poles and twelve 5-poles (30 faces), which are illustrated by the red seams I've marked in the GIF. So where those meet, your illusion of a rectangular grid falls apart, as it becomes noticeable that the neighboring quad is angled. How to work around this? You can either model the structures on your world a little off-grid in those areas, so they retain the appearance of continuity, or you can do some refraction-like fakery with the render engine to render each rhombic region as if it's actually a square grid - and then hide each pole by covering it with impassable geography (mountains?).
Should you decide you want to make an epic LoD "zoom-out" into space, that will probably require additional planning and testing.
As fun as the rhombic triacontahedron is conceptually with its unique uniformity of faces, the skewed grid shape and the large number of poles in the topology make it somewhat less than ideal. What might be a better option is the "roundcube". A roundcube is simply a spheroid with the topology of a cube. It has only six face regions, and eight 3-poles. Many readers are probably familiar with it, as it is a common shape for 3D modelers to use. The faces at each of those poles have noticeable distortion, where they get pinched in one corner. But that's not a deal-breaking limitation.
Above: A Roundcube created in Blender (using Add → Mesh → Round Cube)
Either way, expect experimentation to be required. And maybe a little clever math, so that the world renders correctly (and physics of projectiles etc behave correctly) at the poles. But it's certainly possible, given that the topologies I mentioned allow for sectioned x/y grids to be mapped onto them. And when dealing with something the scale of a planet, the vast scale may make it easier to conceal any anomalies that might crop up at the poles. After all, those are really tiny points in the global scale of things.