It seems ridiculous and it confuses the hell out of everyone.
But there is a certain logic to it. Unity's humanoid animation system is based on muscles, and it's more like a muscle simulation, which is how it retargets between different animations and avatars so easily.
So zero values are the muscles at rest (open), and larger values are the muscles contracted (closed).
But as the Unity devs never really bothered to explain any of this (or if they did it's been lost to time), the side effect is that everyone's characters stand around looking like gaping mouthed fish and wondering how to fix it.
They did briefly wonder, back in 2014, if they should do something about it (
https://blog.unity.com/technology/mecanim-and-default-values), but must of thought better of it.