Camera stutters on build but not in editor

I’ve upgraded my project to the new input system and created a new camera look script from a tutorial I found. In my editor everything runs very well but once it’s built the camera stutters whenever I look around. Anyone have an idea why?
https://vimeo.com/712245743

public class MouseLook : MonoBehaviour
{
#pragma warning disable 649

    public float sensitivityX = 1f;
    public float sensitivityY = 0.5f;
    float mouseX, mouseY;

    [SerializeField] Transform playerCamera;
    [SerializeField] float xClamp = 85f;
    float xRotation = 0f;

    private void Start()
    {
        Application.targetFrameRate = 300;
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    private void Update()
    {
        transform.Rotate(Vector3.up, mouseX * Time.deltaTime);

        xRotation -= mouseY;
        xRotation = Mathf.Clamp(xRotation, -xClamp, xClamp);
        Vector3 targetRotation = transform.eulerAngles;
        targetRotation.x = xRotation;
        playerCamera.eulerAngles = targetRotation;
    }

    public void ReceiveInput(Vector2 mouseInput)
    {
        mouseX = mouseInput.x * sensitivityX;
        mouseY = mouseInput.y * sensitivityY;
    }

}

I forgot to mention that the program runs well and smooth until I started moving the camera around. The camera look script I had on the old input system worked fine so It’s something with the new input system I believe.