Unreal Engine 5.7.0 Spline Point Rotation X overflowing past next/previous Spline Point?

I am confused by the behavior of the Rotation X on a Spline Point in a Spline Component.

For example, if you have a spline with 3 Spline Points, A, B, and C.
Points A and B are both Rotation X of 0, and Point C has Rotation X of 40degrees.

Expected behavior would be the Rotation X along the spline between points A-B should be 0, then it should begin twisting at Point B at 0 degrees along to Point C up to 40 degrees. However, the twisting from Point C overflows back before Point B causing a ‘ripple’ or bump or bounce along the spline between Point B and A. (Screenshot in comments)

Is there a way to eliminate this ‘overflow’ of the Rotation X past a spline point? Is this a bug? or am I missing something here?

Thank you for any help and discussion!