Quixel Mixer: Normals are rotated wrong

I found QM quite useful due to attached material library. However, I faced some issue when rotating textures (using this trick a lot to break tiling on a large areas).
Here I perform a quick test. Screenshots a quite self explaining. Same normal texture is rotated alongside with non-rotated, masked by checker. In theory, all spheres look identical. However, they are not.

Here are non-rotated setup and texture result:


And here we rotate one of the textures 180:


The same happens when I rotate quixel materials - normals got broken on rotated samples. Maybe I do something wrong?
Thanks for explaining.

Anyone?