As a player, I don't really mind reused locations.
As a developer who is currently working on a game, I'm following this logic:
1. If the environment is too frequently used, I try to diversify it. For instance, I'll remove the furniture and replace it with different ones. I'll plant a tree or a bench in an appropriate spot. And so on. This is also situational - sometimes I entirely build it from scratch to fit my vision.
2. If the environment is sometimes used, then I can safely implement it. Chances are not that many people will realize and I doubt most people care about it that much.
3. A part of my environments have to be custom. Or, at least, I want them to be. Since my game is a sandbox, exploration and interacting with the world is very important. As a result, introducing new areas and surprising players in a good way is what I aim for.
For point 3, if you're working on a Visual Novel (not sandbox), you probably don't need custom environments that much. However, if you really want to add them (which I probably would since I'm a perfectionist), I suggest making important environments custom. That means the main character's home or apartment, the villain's lair, places where the player goes the most. However, if you feel like your work is subpar compared to the reused assets, you should just use those instead. Quality is more important than originality I'd wager. As for a bathroom, an office, some random girl's apartment (or even an important character's apartment if you only go there 2-3 times), don't waste your time on making custom things. That time would be better spent building the story and making renders.
That's my two cents on it. Don't trust me completely, just think what you want from your game and what a player would want. Study other games (more popular and less popular) and look at how the audience reacts to certain elements. Look for flaws you don't consider flaws, look for things that you consider flaws and others don't. And then adapt that to your project for the best outcome.