A basic UV mapping modifier, to generate box, sphere or plane UVs seems like the most basic modifier for UV texturing. No idea why nobody ever added this, as it seems like this should be the first UV-modifier one would add, and it would be immediately useful.
There’s a likelihood that node-based modifiers will allow for this kind of thing.
But in this case I don’t think so, because I don’t see how anything node based would improve, or be faster, than the UVW Map modifier in Max. I mean, the direct editing through the gizmo in the 3D view is what we’re after here, and then the simple entering of real world dimensions, and that’s it.
In Max, you often stack this to project decals too, and just move the gizmo to place them.
With node-based modifiers, we want to allow for gizmos in the viewport too, so you could manipulate the texture coordinates that way, in a non-destructive, interactive way.
Btw, for decals, we already do have a modifier called UV Project for that, and you can use an Empty object in the viewport for adjust it.