As L. Spiro says, it wouldn't look the same. Consider the situation below. The thin gray box with the red sine wave is a tiling texture. That is, using wrapped (repeat) tex coords, quads could be rendered side-by-side and the sine wave would appear continuous (the pink continuation of the curve on the right side).
Say you have a quad (the green box) with tex coords along the u axis, say from 0.4 to 0.8, and you put a quad next to it (the blue box), with the intent of wrapping the texture so that the red curve continues to the right in that second quad. With tex coord wrapping (repeating), you could set the u value of the tex coords for the blue box to something like 0.8 and 1.4 to achieve that. With tex coord wrapping (repeating), the effect will be that the blue box tex coords from left to right will be rendered as if they were 0.8 on the left, 1.0 at about one-fourth the way from the left, one pixel to the right of that will be equivalent to 0, and the right edge (with an actual value of 1.4) will appear as if it were 0.4.
If you restrict tex coords to the range [ 0, 1 ], there is no value that you can set the blue box tex coord to (at the position ??) to have the same texturing.
[attachment=26370:wrapped tex coords.png]