Arnold does not support IES lighting profiles [generally, IES profiles are not used a lot in film/VFX work]. Most of the time, you can do what an IES light does by using an appropriate gobo (aka a slide projector). For example, SHED used gobo lighting in place of IES on their recent IGA Aide Gourmet spot.
The Noise shader can access the Pref coordinates to prevent swimming. But for other procedural textures, you’ll have to take a different approach (unless you whip up [a relatively simple] shader to get the Pref coordinates). Here’s one way, using ICE to store UVWs in a CAV, and then a Vertex Color node in the render tree.
First, create a Spatial projection and a Color at Vertices (CAV) property on your mesh.