I say this having had a couple of fun "hex-based strategy game hobby projects" over the years (sidenote -- trying to cover a sphere in hexes is actually a non-trivial matter). Invariably I ended up with "to make a map from scratch, first you create the universe" where I'd go through all of the ages, compute waterflows and precipitation, and on and on. Maybe I made the requirements too unreasonable and that's precisely why I never yielded a working game from it.
WFC lets you address that though with extra constraints. e.g. my bot today generated a church inside a river loop[0] - completely useless! But I could add a rule that says "if you place the church-above-river tile, the tile above that cannot be anything horizontally blocking" (obviously after tagging any relevant tiles as "horizontally blocking" in the tileset) and that would prevent "church in a river loop" situations.
(I've already been working on some extra rules because, e.g., I don't like the one-edge-castle-wall tiles being placed next to each other - you get tiny pasty shaped castles and I hate them.)
[0] https://social.browser.org/fileserver/01E5NFWNPGZWNJ0DS1WE88... - bottom 3 rows, just past halfway across