Thanks, it seems like a useful idea, even if it wouldn't work in every case.
Using bilinear filtering should reduce the aliasing at expense of percieved sharpness.
I think if the texture is stretched enough you'dd still get smearing depending on the scaling of the detail texture.
I don't know how well these Photoshop tests actually map to the GPU pipeline though. So all of this is kind of pure speculation on my part.

Also important to note this isn't a cheat to get more texture detail magically,
rather about breaking the illusion of regular sampling whenever texels get magnified by a certain amount.