With Max’s new functionality, he could have even pulled the top face of that cylinder he attached to his initial object all the way through to perform a clean boolean operation. Extremely fluid and straightforward way of modeling that seems so obvious as the way things should work.
This is bar none the smoothest hard surface shape building workflow on the market now. Blender could have been ahead of the curve here, but getting developer interest (or even attention) to polish and improve tools the moment beyond their initial implementation is simply not a thing that happens.
Also, since this HAD to be implemented as it’s own tool instead of functionality within the move tool/gizmo, it’s likely that it will never be possible to do the really impressive move-merging/booleaning to any point in space that intersects with other geometry because it’s now bound to the local normal of your selection. It should have been a toggleable hotkey from within the move, scale, and rotate tools.
Why wasn’t it? Because a new tool was the path of least resistance, and now we’re permanently hard-locked into inferior functionality.
Just feels like a huge lack of foresight and thought (or a lack of gathering and listening to artist feedback) in order to get the minimum idea out and implemented quickly.