Connection between CinemaMashine - Player Rotation

Hello Guys,

I have problem with connection between CinemaMashine - Player Rotation. In play mode whole screen jumping i rotate very fast. What is interesting if i move cursor to border of my screen ‘jumping effect of screen’ is less visible.

In the end i would like to achieve :
1)when i move cursor character (Player) will rotate (without camera)
2) when i hold left button of mouse character will rotate with camera

This is my code :

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

public class PlayerController : MonoBehaviour
{

public float moveSpeed = 5f;
public float jumpForce = 12f;
public float gravityScale = 5f;

private Vector3 moveDirection;

public CharacterController charControler;

public Animator anim;

public CapsuleCollider _playerCollider;

Vector3 lookPos;

void Start()
{

}

void Update()
{

    float yStore = moveDirection.y;

    moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal"));

    moveDirection.Normalize();
    moveDirection = moveDirection * moveSpeed;
    moveDirection.y = yStore;

    if (isGrounded() && Input.GetButtonDown("Jump"))
    {
        moveDirection.y = jumpForce;
    }
    else if (charControler.isGrounded)
    {
        moveDirection.y = 0f;
    }

    moveDirection.y += Physics.gravity.y * Time.deltaTime * gravityScale;
    charControler.Move(moveDirection * Time.deltaTime);

    anim.SetFloat("Speed", Mathf.Abs(moveDirection.x) + Mathf.Abs(moveDirection.z));
    //anim.SetBool("Grounded", charControler.isGrounded);
}

private bool isGrounded()
{

    return Physics.Raycast(transform.position, -Vector3.up, _playerCollider.bounds.extents.y + 0.1f);

}

void FixedUpdate()
{
    Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    RaycastHit hit;

    if (Physics.Raycast(ray, out hit, 100))
    {
        lookPos = hit.point;
    }

    Vector3 lookDir = lookPos - transform.position;
    lookDir.y = 0;

    transform.LookAt(transform.position + lookDir, Vector3.up);

}

}

Additionally this are my CM setting :