Blender and 3DS Max use a right-handed Z-up coordinate system. This is historically based on architecture where you have a floor plan which uses a 2D coordinate system with +X pointing to the right and +Y to the top, but when it's lying flat on a table it's not upwards, but pointing away from you to the back of the table. If you now build something up you get the third dimension, in this case +Z pointing upwards.
And if you now imagine you have built something up like a house in the following example, you are looking at the front, the right is to the right of course and the roof is at the top. So if you press Numpad 7 which is called "Top" view, you would expect to see the house from above and look at the roof. +X and +Y are pointing to the right and top because that's how you draw the floor plan (or how you draw a coordinate system in maths). When you press Numpad 1 for "Front" view it makes sense that you look at the house on the front door - but you are then in -Y direction from the house, the house epxands into +Y from the front. +X is of course to the right, and pressing Numpad 3 lets you look at the right side.
This is why the 2D views are aligned the way they are. Now the confusing thing for you is, why is rotating +30° in front view resulting in +30° on the Y axis while the other views are inverted and get you -30° on X or Z axis when you do not specify an axis?
That is because there is a misconception of how the rotation in the viewport works. The rotation in the 3D Viewport without axis locking is aligned to view, not to a global axis. And not only in 2-dimensional orthographic view, but also in perspective view from different angles.
And in the view-aligned rotation, a positive angle is always rotating clockwise, while negative angles are rotating counter-clockwise.
Only when you type a letter to lock the rotation to a certain axis, it is rotated on this and sets the value to positive or negative as given and not according to view. However, since the axis locking is dependent on the Transform Orientation set in the top menu which can be Global, Local Normal etc. or even a custom orientation, it is not guaranteed that the rotation value is corresponding to the one showing on the item's properties afterwards.