Toggle to use model's original axes to scale, rotate, and position
Dimension needs a toggle to use the original model geometry as the basis when making changes in the properties inspector. What I mean is, if I change the X scale from 0.1 to 1.0, then rotate X 90-degrees, then change the X scale from 1.0 to 2.0 the object should be 20x the original OBJ geometry on its X axis. That's not what actually happens. Right now, what happens is if I scale or rotate a model, then scale or rotate again, the changes are relative to its current position in the scene, meaning I can't replicate operations on multiple versions of the same model using the properties inspector. It's maddening.
Here's an example workflow: I have a one-model scene I want to recreate in five colors. I copy the one model four times, recolor it, then hide four of the models. I rotate and scale the one visible model ("Model 1") to my liking--this involves nudging the geometry a few times. I then select the four hidden models and type in the Position, Rotation, Scale, and Size values from Model 1, expecting that they'll be moved to the identical size and position. They don't.
My assumption about what's happening here is I rotate Model 1 on X by 90-degrees, then scale "X" by 2x, it's actually scaling the model on what is its original Y-axis. It's super-confusing to have the model axes constantly reseting to the scene. There should be a switch to modify models by their original axes.
Cannot reproduce this issue.
The properties panel always shows object's local rotation and scale. If you change the X scale, rotate, and change the X scale from the properties panel, the object's local X scale still is the thing that changes. It does not change the object's Y scale if you rotate in the X axis and then set the X scale from the properties panel.
So if you are seeing something different, it is not the intended behavior but I cannot reproduce your issue. A video or gif could help figure out what is going on.