The add mesh panel works a bit differently than how it should correctly work. it is some what taking itself out of the user’s attention and many times we don’t make its full use when we should have used it as it is not in the proper way how it should have worked
Blender consciously avoids popups, because they disrupt the workflow. It used to do this in pre-2.5 versions, but in the major UI overhaul in 2.5, they moved to an Object → Action → Settings paradigm, where you make an object selection first (if applying some action to an existing object), then you perform the action with some initial default settings, and then you can play with the settings and get immediate feedback on their effect in the viewport. This way, you don’t have to guess what the settings will do, you can see what they actually do.
It is worth revisiting the rationale for this UI redesign, as written up by William Reynish over a decade ago:
Remember, this is why Blender is regarded as one of the fastest modelling apps around.
That is not true. I used two out of these 3 (Max and Maya), and the primary way of primitive creation in 3ds Max is the interactive one, where you first interactively create the primitive and then you edit the numeric values.
In Maya, you always get constant size primitive created, and then afterwards, you are editing the numeric value. In both cases, you first see the primitive, and then you are editing its parameters.
WTF? That’s not a pop up prior to object creation. That is a pop up of a mesh editing operation on already existing, visible object, which is being updated in realtime as soon as you change any setting. O_o