The reason the movement is wonky is because with snaps turned off, when you click to "grab" the object by its end, Max forces your control point to the pivot point of the object. So in essence you are moving the object from the pivot that is off-screen, which messes with our spatial awareness since we are used to moving an object at the point that we visually grab it. It's this perspective mis-match that makes it feel wonky.
This bugs me as well, so when I want to move something this way (without first moving the pivot), I turn on snaps to vertex. With snaps on, you will see a small plus sign appear on a vertex when your mouse is close to it. That plus indicates where your "grab" point will be when you click. This can be tricky, but typically works well. Often just a little viewport pan/orbit in order to better position the vertex you want to grab first is all you need. The added benefits are not having to faff around with the pivot point, plus being able to move/snap things more specifically.
Edit: Using the snaps technique above is most useful when coupled with the axis constraints.