I did not find anything that describes if you can bind the 2D texture and the texture of the cubic map in the same texture unit, but (or so), I think it is quite possible. It makes sense to allow this, since all texture modification functions require that you specify the purpose of the texture to work, anyway.
But the OpenGL ES 2 specification explicitly prohibits the use of both in the shader at the same time, as Chapter 2.10 states:
You cannot have variables of different types of samplers pointing to the same block of texture image inside the program object. This situation can only be detected with the next rendering command, and then an INVALID_OPERATION error will be generated.
, sampler2D, samplerCube, , .