While rotating around Y in Transform, it rotates around Z in Viewport. Is it a bug in UE5.3 with RigEditor?

Could somebody explain please why my rig is rotating around Z axis when I’m rotating it around Y? I am sure there are no any blueprint nodes or backend logic which could lead to this behavior.

CtrlRigIssue

Update. During last night I’ve got a few ideas how it is working. I still don’t know what exactly brought this type of behavior . But I know how to fix it. Just recreate same rig again.

While it is no longer critical question for me, I would be really appreaciated if somebody brings some tips how to avoid that type of behavior in the future.
Or are there some golden rules how to work with offset and transforms in UE?

Thanks