I fixed the link (not sure why copy and paste failed me...!). I was trying link to PSSetSamplers.
So the point of the default constant buffer is that you don't define it. If any of your parameters are defined in the global scope (as in, not inside an explicitly defined cbuffer or tbuffer) then they automatically will be in a buffer called $Global. There's also another default constant buffer called $Param for uniforms that are defined in the parameter list of your main function. (See this article). For pre-D3D10 shaders to work those parameters have to end up somewhere, so HLSL puts them in $Global rather than failing and forcing you to rewrite your shader code. I think $Global will always be bound to slot 0, but don't quote me on that.
As for the data types, they'll be 32-bit floats. See the HLSL data types page. Knowing the data type sizes is important. E.g. Bool in HLSL will be 4 bytes, but in C# it's 1 byte...I *think* the same is also in C++. I agree somewhat with not wanting to have to replicate your constant buffer as a struct on the CPU side. People just do that for convenience more than anything (although padding and alignment rules can throw a wrench in your direction). You may want to look up on how to do shader reflection when you compile your HLSL fragments. That way you can obtain metadata about what constant buffers have what parameters, the size/type of those parameters, and the offsets of each parameter in the buffer. I have something similar in my setup, where I can reference parameters by index/name and set individual floats, vectors, etc or even come up with a struct that represents everything and set it once. The buffer is just a bunch of bytes and can be treated as such. Doing graphics programming in C#, I tend to not want to worry about struct padding and just reference each parameter individually...
Depending on what you want to do and learn, you could also use Effects11. Everything I described above, Effects11 does for you. It's distributed separately from Direct3D now, but it still seems to be maintained by Microsoft.