I think especially in 2d, using the negative direction makes sense, as things that are "higher" (closer to the screen) should occlude things that are "lower". It's the same in HTML/CSS.
Yeah, while initially writing my terrain generator I thought it weird to have a X,Z grid of tiles. Odd decision for Godot team. But I am used to it now.
Well, it causes moving forward to be on the negative Z-axis instead of the positive, which isn't intuitive.
Also, when we're looking at the front of our model in the editor, the positive Z-axis faces away from us and the positive X-axis is on the left. Kinda backwards.
Maybe there's something I'm missing, but that's the point of this thread.
Not if you think of forward as "towards you." It comes from Math. X is right, Y is up, and then when doing 3D, Z is out of the page, bc that's easiest to draw.