Why does AddActorWorldRotation changes the Z rotation if it's only told to change X and Y?

Hi man, is a really messy argument,
here an image about a cube rotation in blender, everybody use the Quaternions and this is the normal behaviour


As you can see i rotate a cube on X, than i rotate it on Y, then again in X, or Y will cause the quaternion to “normalize” himself.
set an actor location 10 timesforsecond to a value , will leave the value intact.

Add a rotation so change the value will cause the quaternion to normalize himself to a certain value.

So its perfectly normal having problem with rotation in a large number of procedures.

There are a lot of ways to fiix it too.
For example, nesting a static mesh inside 2 other scene component, and change the rotation X of scenecomponent1 , Y scenecomponent2 , Z static mesh.
So every variable is kept separate from the other, making impossible for unreal to “normalize”