Carr, J.C. et al, "Reconstruction and Representation of 3D Objects with Radial Basis Functions", Siggraph 2001
In games we can usually just transpose the inner 3x3 R+S, invert scale and handle translation similarly to get a semi-quick inverse.
In my research, specifically, that spatial mesh can have as many as 10^7 grid points. For linear systems of this size, any exact solution at all is impractical - we exclusively employ iterative approximations built from terms of the form (A^n) b since matrix-vector products are about the only things we can compute in a reasonable amount of time.
Inverting even a small hilbert matrix will probably go boom.
Resorting to a numerical minimization (like MINRES) would be unusual unless the dimension is much bigger than hundreds. Certainly it's not relevant in a graphics computation with dimension of 3, 4, or 6. My laptop inverts a 4Kx4K general matrix in 1.5s. It solves a 4K linear system in 0.5s.