As for the WHY of this "strange default" - it's very historical. Here's the short short version as I recall it.
In the beginning there were only text terminals.
(0,0) referred to the first character in the first row on the display - which appeared in the top left.
Next came 2D graphical interfaces and 2D games. These stuck with the convention everyone was used to that 0,0 is in the top left.
This history is why in most drawing API's X runs from left to right and Y runs from top to bottom.
Next came a revolution - faking 3D with perspective drawing in "real time" using really amazing programming tricks (all before the days of 3D acceleration).
As 3D graphics emerged X and Y were already well established in what i'll call screen space where 0, 0 was fixed at the top left. This meant that Z must therefore be in the direction of the user and the wall behind the screen. As an artist who only knows the old 2D system if you were to 'draw' a house in this new 3D which way would you consider to be "up"? Today nearly all physics engines, game engines, and 3D graphics engines treat the X,Z plane as "ground" and the Y axis as elevation - it can really be frustrating to get used to but if you can think about it as "from the screens perspective" it make sense as the user will view the virtual world mapped to this 2D display which treats X as left-right and Y as up-down.