If there was just one "proper strategy" or "best way", the API would give you only that one option to ensure everyone got the best outcome.
But that's not how gamedev works. Different games have different needs.
In one game, every mesh needs texture coordinates and normals and tangents, so they can set up every buffer following that pattern, consistently, and never change it.
In another game, meshes sometimes need to be drawn without normals/tangents, but only rarely/unpredictably (say, when the player toggles to X-Ray vision), so it makes sense to keep using the full buffer all the time even if it contains some unneeded info for some passes.
In another game, all the environment meshes need normals and tangents, character meshes need all that plus skinning information, but the UI meshes need only texture coordinates, and all these sets are disjoint. So the developers can simply tag each mesh asset with the appropriate vertex buffer contents it needs as part of their asset metadata, and build the buffer once on load, never changing it after that.
In another game, the same mesh is viewed with wildly different shaders in different game states, and it's performance-critical that it not have any excess information in its vertex buffer, so the game re-generates its buffer each time it transitions to a new state to have just the info needed in that state.
...etc.
We don't know which of these games you're making. You might not even know that yet!
But it's probably a safe bet that your models typically need texture coordinates and normals, so build a basic buffer that contains what you need for most of the cases you've come across thus far.
Then, when you find a case that needs more information, change your code to suit that case. (Maybe you tag the asset as needing a different buffer structure on import, maybe you re-generate the buffer when you enter the specific state that needs the extra info)
When you find a case that needs less information, profile. Maybe it's not a problem to be sending the extra data down the pipe, and you can focus on something else for now, until it becomes a problem.