When Get Actor Data's Mode is Get Single Point, it gives the bounds. We can slightly shrink this with the Bounds Modifier (leave Z untouched), then use the Distance node to crop out any points that are too close to the edge.
Combining this with the crop above leaves us with only the top of the table.
I created a new integer attribute called "Side". Since it's an integer, Attribute Noise keeps it that way and I multiply it with 90 it to get rotations of 0, 90, 180, and 270.
Note that the Output Target is $Rotation.Roll on the selected node. I am overwriting that attribute.
It's harder to notice with less samples, but the Attribute Noise does not "look" completely random, more like cloud noise.Â