The OpenGL has its description [1] about this, but how about DirectX?
In my guess, the sample result is float(0, 0, 0, 0), or arise a crash by the driver. Whatever, it just my guess, or partial case if tested it myself only. I want to make it clear.
The uninitialized texture means, did not pass any data with D3DDevice::CreateTexture2D() [2], and also, did not map [3] nor update resource [4].
I want to take the description about DirectX 11 version if possible.
Yes you get 0 for all values its the same if you sample from a null texture.
I cant remember where it was that I read it but I know its in the MSDN doc, I also happen to do this from time to time because I allocate most of the textures\buffers\views at the start and fill as I go and if I sample from null or uninitialized then it just read 0.
ACCEPTED]
From the Create2DTexture function (that you linked):
If you don't pass anything to pInitialData, the initial content of the memory for the resource is undefined. In this case, you need to write the resource content some other way before the resource is read.
Undefined can mean anything, the driver will determine the exact behavior. It's unlikely that it will crash, but as with undefined behavior, anything is possible. A sample from this texture is certainly not guaranteed to be float4(0,0,0,0) as it is with an unbound texture.
It's analogous to accessing uninitialized system memory. The contents might be filled memory written from previous operations that had allocated the same memory (depending on the allocator's behavior). I would suggest if you want consistent behavior, either use an unbound texture instead, or, initialize the contents.