HDR images are always linear, but there is more than one kind of linear image, or more specifically, there are linear images with different color gamuts. Most HDR images are in sRGB/Rec709 color gamut. An ACES render will be in ACEScg color gamut. An ACES film footage image will be in ACES-2065-1 color gamut. All are linear.
Next is the concept of “raw” which just means “do nothing” to the image. So if an image is set to raw it will read it in as-is. This has nothing to do with it being linear or not. The working space in Maya is ACEScg. If you have an image you are reading in you need to convert it from the color space it is in into ACEScg. If it is already in ACEScg you can set it to raw and this will be a noOp.
Finally the concept of “default” is definitely YMMV. Everyone is free to change OCIO configs to whatever works best for them. For example, since most of the HDR images we use are linear sRGB I have this as a file rule so that anything file with a “.hdr” extension will get read in as linear sRGB:
- !<Rule> {name: hdr, colorspace: Linear Rec.709 (sRGB), pattern: "*", extension: hdr}
but I have anything with an .exr extension read in as raw (which will be ACEScg).
- !<Rule> {name: exr, colorspace: Raw, pattern: "*", extension: exr}
Another reason for having the default set to raw is that you do not want to have any color space conversions on images that are not used for color, for example bump maps, masks, normal maps, displacement maps, etc. should be set to raw meaning that they will be read in as-is which is what. For example a normal map has red green and blue corresponding to the x, y, and z directions to determine how to adjust the normals. If those colors got changes it would mess up the resulting bump.
I hope the above answers this, but let me add that an exr render will always be in ACEScg, and if you save textures in exr these will also be ACEScg. So those HDR maps are really an exception.