That is actually called sphere mapping, which was commonly used in environment mapping in the old days. The reason not to do this is that you don't get an even distribution across the entire texture. In fact, if you use a full spherical project then you get a singularity at the point opposite of the projection (where the view wraps around the virtual sphere).
You can check out the environment mapping section of the D3D10 book linked in my signature for a comparison of sphere mapping, paraboloid mapping, and cube mapping if you are interested in learning more about it.