Once you got your Tile_RoadCorner90 for instance, rather than right-clicking the parent prefab and do Create > Prefab Variant again, I find it quicker to just select Tile_RoadCorner90 and duplicate it twice (CTRL+D) to make the other angle variants.
This works for quickly getting tiles out there and usable, but it could create more work down the road, especially with a larger project. Let me illustrate this:
1 - The original prefab we are using is the base Tile
2 - The corner prefab we created is itself a variant directly under the base Tile prefab
3 - If you duplicate the corner prefab rather than Create > Prefab Variant, it is duplicated at the same level as the tile you are duplicating. This means that your Tile_RoadCorner90 (and 180 and 270) is a prefab variant just underneath the original Tile prefab, rather than being a variant underneath the original Tile_RoadCorner prefab. This means that if you were going to change the artwork/mesh for the corner tiles, you will have to go and change each one individually since they are not linked to each other as corner tiles.
Alternatively, if you had created Prefab Variants from the original corner tile you created, then you would only have to change the mesh in that one original corner tile and all of its variants would inherit that change. Especially on a larger project where you are likely to go through multiple iterations of artwork changes, going through the process to create the Prefab Variants would actually save you more time than simply duplicating. If you think of prefabs and prefab variants as branches on a family tree where you can easily create changes or customizations unique to those branches, then it becomes easier to imagine how much more efficient and organized your project can be by creating them in a well-constructed hierarchy.