Mouse sensitivity when scaling collision boxes

I must have clicked some weird combination by accident, but now, whenever I want to scale a collision box in the mesh editor the boxes’ sizes jump like crazy between coarse snap points. The scaling snap option is disabled. It is basically impossible to scale anything with some precision.
By chance (trying out different settings out of despair) I found a setting in the editor preference “Use percentage based scaling” which fixes it for me.
The description says that this turns on the “old” method of scaling as opposed to the “new”.
Now I’m wondering, if that jumping thing is the “new” method, how is anybody supposed to work with it? And is the “old” method supposed to be removed at some point? Because I sure know that I can not work with this “new” method.
Does anybody know anything about this situation?

I just found out about this today. I am new to Unreal (working with Unreal 5) and coming from Godot. I was amazed at how imprecise manually scaling collision boxes can be, and at the same time is a basic process that I would do with almost all my meshes.
The setting explained here does indeed fixes it, but only partially because while now it is very precise it is also tedious to scale from small boxes to big boxes. This seems to be a basic feature that doesn’t work right.