Level Sequencer : Rotate a euler controler in local act like quaternion

Hi,
When rotating a controller that is set as Euler transform in the control rig (that’s vanilla Agora’s rigs) in local, if i pass the threshold of the gimbal lock, the values act like it is quaternion interpreted and will compensate by flipping an axis. If I rotate in explicit mode (gimbal mode) it doesn’t compensate and I can have full one axis value.
I’m a bit surprised to see that in the level sequencer, as a maya user, either in gimbal or local, rotating one axis will only create values in that axis.
Is there anything I missed in the setup ? A setting I missed ? (other than changing rotate order)
I use 5.6
Thanks

euler

Ok, I see that the gif isnt showing clearly what I want to show. So I rotate Y axis, and the more I passe through gimbal lock the more Z takes 180, it even goes at 540 just by moving it, without doing a full rotation.