When switching to the Right view in Blender, the X axis points into the screen. When switching to the Top view the Z axis points into the screen. If we switch to the Front view, then the Y axis suddenly points away from the screen.
When modeling objects in viewport you usually want the character looking into the screen when toggling the front view. But this means that the model is going to face the world's negative Y direction.
Is there any special purpose as to why Blender was designed this way? When exporting models from Blender to game engines such as Unity or Unreal Engine, apart from transforming the object into their own coordinate system, do they also rotate the object to have it facing the negative forward direction of the engine to accommodate for this?