Camera snaps to position instead of sliding to position!!

Hey, I am trying to make the mouse control the camera’s rotation, but instead of sliding around the pivot point, it snaps around the pivot point, from one location to another, much like its teleporting, my script is below :-

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class camcontrol : MonoBehaviour
{
    public float rotationX;
    public float sensitivity = 500f;
    public float mouseY;

    // Start is called before the first frame update
    void Start()
    {
       
    }

    // Update is called once per frame
    void Update()
    {  
        mInput();  
    }

    void FixedUpdate()
    {
        camRot();
    }

    void mInput()
    {
        //Taking input
        mouseY = Input.GetAxis("Mouse Y") * sensitivity;
    }

    void camRot()
    {
        //Rotate Cam up and down
        rotationX -= mouseY;
        rotationX = Mathf.Clamp(rotationX, -90f, 90f);
        transform.localEulerAngles = new Vector3(rotationX, 0f, 0f);
    }
}

Yes, that happens becouse you dont multiply your rotation value *Time.deltaTime();

here in this video you can take a look how the Character gets rotated,
it should work the same for your camera

My movement is better but still not fluid, here is the code :-

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class camcontrol : MonoBehaviour
{
    public float rotationX;
    public float sensitivity = 1500f;
    public float mouseY;
    public float mouseX;
    public bool isCursorLocked;
    bool Esc;
    public Transform playerbody;
    // Start is called before the first frame update
    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        isCursorLocked = true;
    }
    // Update is called once per frame
    void Update()
    { 
        mInput(); 
    }
    void LateUpdate()
    {
        camRot();
    }
    void mInput()
    {
        //Taking input
        mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
        mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;

    }
    void camRot()
    {
        //Rotate Cam up and down
        rotationX -= mouseY;


        rotationX = Mathf.Clamp(rotationX, -90f, 90f);
        transform.localRotation = Quaternion.Euler(rotationX, 0f, 0f);

        playerbody.Rotate(Vector3.up, mouseX);

        if (Esc)
        {
            Cursor.lockState = CursorLockMode.None;
            isCursorLocked = false;
        }
    }
}