If you limit the texture resolution to 4 by 4 pixels and only allow pure black or pure white for the values of the pixels, you can enumerate all possible arrangements of pixels. For this case of 4 by 4 and black/white there are 65536 possible configurations. These constraints are very strong and limit the expressive power of this small world. At the same time these severe constraints enforce clear structure to be present with high frequency. Many of the arrangements of pixels resemble iconic shapes, symbols, alphabet characters, digits, signs, arrows, gliphs, etc. There are also many redundancies (same configurations but rotated, flipped or mirrored + value inversions).
If we increase the window size from 4 by 4 to 5 by 5 the number of possible configurations grows from 65536 to more than 35 million. This is still reasonable to enumerate and possible to do in Substance Designer. The expressive power of this world will increase a bit more given the odd number of columns and rows allows a lot of axis symmetric patterns to appear. The in addition to the types of shapes from 4 by 4 here "constellations" of pixels will occur with higher frequency. At the same time the redundancy grows fast so searching or finding beautiful/iconic shapes becomes less probable. Overall, the expressivity has increased but so did the redundancy therefore affecting the probability of finding strong iconic structures. If we increase the window size to 6 by 6 pixels then all possible configurations are around 69 billions. At this point the expressive power grows at a much much lower rate than the redundancy. Above 8 by 8 to 10 by 10 window sizes, one finds with very high probability arrangements of pixels that are very noisy and only shows sporadic local patches of structure. Yes, the expressivity has increased a bit more, but finding interesting large meaningful structures is impossible by enumeration.