Gladly this isn't that much of an issue anymore since most audio mixing nowadays is done using floating point numbers (either 32 or 64 bits).
Last week I made a test in Bitwig where I boosted a 0dBFS sine wave by 64dB into "clipping", exported it to 32 bit float wav, imported it again, reduced gain by 64dB and there the old sine was in all it's glory. Theoretically now with rounding errors and a loss of precision, but nothing audible.
Of course as soon as you go into 24 or 16 bit fixed point representations (and you will have to eventually) that clipping becomes a problem.