To the best of my knowledge a "null" in AE doesn't have any properties that are different than regular layers or objects, i.e. the translation, scale, etc. stuff is not special or specific to the null. Rather, the only unique property of the null is that it is invisible/does not render, so you can use those other functions of it to affect things that are linked to it but without having *it* render itself.
Where I think you're getting confused is in thinking that the translation, etc. stuff are properties associated with the null in AE, or the "null" as a concept that is common to various software; translation, etc. are instead properties associated with all *layer* type elements of the scene *in AE*, of which a null is one. This is akin to the fact that all Node type elements in Terragen have inputs and/or outputs, an internal network, an Enable checkbox, Shader Preview, and a name, which the Null does in TG. So it's the same kind of self-consistency, you're just missing that the inherited/"native"/"default" properties of these types of elements are different between different types of software. Again that's to the best of my knowledge, but I don't know AE well.
http://help.adobe.com/en_US/AfterEffects/9.0/WS3878526689cb91655866c1103906c6dea-7d9aa.htmlIn Maya I believe the "null" (called a "locator" in Maya, right?) is an *object* type, so it of course does have position, etc. just like any other object. Whereas the null that you were looking at in TG is a *node* that is not of the "object" type (there are of course "object" type nodes in TG too, but null is more of a "utility" type). Objects in TG do have position, etc. in the scene but nodes do not inherently (it depends on node type, e.g. object nodes do, so does something like the Simple Shape shader).
It so happens however that there *is* a "null" *object* type node in TG as well and it does have Transform, etc.! Does that just confuse you more?
The null utility node is just for node network utility functions, whereas the null object node is for some of the same purposes as the Maya null is. *Except* you can't yet parent objects in TG, as you probably know, so it can't be used as powerfully or usefully. We do plan to add object grouping in the future and then the Null *object* node will be more useful.
- Oshyan