In 3dsmax2024, we have the Transform List Controller, but why can't we have a 'Transform Constraint' similar to Position Constraint and Orientation Constraint? This is a commonly used simple function in character rigging that allows an object to be influenced by multiple objects' transformations simultaneously based on weights. It can easily add many useful effects to rigging, such as convenient IK/FK Constraint, Controller Gizmo interconnected/linked effects, and simpler but more effective "pseudo-attachment constraints"(We can use a script to convert bone weights into constraint weights). In Maya, this constraint is called "Parent Constraint", and the documentation describes it as follows:
https://help.autodesk.com/view/MAYACRE/ENU/?guid=GUID-2FC0EE9E-A8D5-4B2A-A751-8B926389497A
At present, while we can emulate this constraint behavior through TransformList and Link Constraint, this workaround is cumbersome [error-prone and difficult to maintain], inefficient in both functionality and performance [considering its frequent use, especially in rigs with hundreds of constrained bones, causing significant viewport performance impact], and introduces unwanted keyframes [Link Constraint's inherent keyframes pose a risk of unintended animator modifications].