Frankly it's hard to tell right now. Generally you want only the albedo(diffuse) texture to be linearized. All the other textures should be considered already linear as they hold data. Yeah all the other textures..
But then you may ask yourself.. why 'auto' or 'srgb' is set by default ? Yeah that simply ain't making any sense. (It happens because engineers do not care while product designers still don't get what a linear workflow is 🙂
For example. Set a 0.3 value for all your textures in substance painter. You may expect that when you export them as ie. png.. painter is gonna convert them into srgb.. but it's not. So when you have defaults active and your texture is read in any DCC apz.. is gonna be linearized even if it does not need it.
Now considering that almost 99% of texture packs outthere do not uses exr or other linear format .. 99% of all the textures are first transformed into linear and then .. ppz while working on shading.. get the correct visual appearance just because they 'remap' them into something that's gonna visually work.
That's the same reason why ppz will tell you that 'normal' textures need to be linear.. because they're the only one that if not linear you'll see in an instant that they are impacting your shading in the wrong way (but not the others that will alter only the visual appearance without making it necessaty looking 'wrong').
So 🙂 engineers do not care, designers do not get it and artists just try to fix it and make it work.
What's left ? 🙂 Simply that you export a dummy set of textures from your painter apz and check them to see what you really need to do.
Exported pngs from painter..

Rendered with defaults in Arnold. The right is manually set to a fixed 0.3.. the left should be the same.. but you need to set it to raw to work correctly.


You may then ask yourself how to behave when you download a roughness png texture from the internet. You may have no way to tell what was the initial data meant to be (if not ping-ponging between the values you may have in the texture and the appearance you're expecting to have) however looking at the above misconception is generally better (at least theoretically and not because of the format being used but because roughness for example is not an albedo but it's 'data') you set them to linear/raw.