Ok, so after various failed attempts, switching to quaternion equations (yes, I did spend time studying at least the basics), etc., I finally figured out what is happening, and the problem is not with rotators, it is with the coordinate systems itself.
It escaped me that in 3D, the way horizontal coordinate systems work (elevation/azimuth), the azimuth’ s angle will always make your disk spin around no matter what you use (rotators or quaternions, or rotating matrices), because it is an angle between 0 and 360, where 0 points North and then it makes a full clockwise spin around your Z axis. So the fact that the meshes are spinning is because of the direct application of the angle on them - as suggested by most papers (apply elevation to pitch, azimutee to yaw).
While it accurately “works” for positining - I always can point to the middle of the sky with this, it doesn’t for rotation. So now, my problem is instead of a gimbal lock, I must map the coordinates in a way that Elevation can spin the pitch in a 360 degrees (cause visually, the sky revolves around the earth) but Yaw must only vary from -90º to +90º, or else my object will spin (and with reason). I guess no one who I visited was bothering with this before is because it is very hard to “see” stars spinning, they are all a bright point after all. But it is very noticeable with planets and moons.
Maybe I should apply some sins() and cos() between both elevation an azimuth coordinates so I can get a precise Pitch and Yaw values for me. Still working on that.
Meanwhile, I thank you all who answered here so quickly. You guys are amazing.
PS: If/when I find out the solution, I’ll come back here and leave it for posterity, but if any mathemathician around can still give me a hand, feel free to do it, cause I’m a C++ programmer, not a math guy.
Thanks.