How can I Multiply A Quaternion by a vector 3 without the order mattering

I have been stuck on this problem for over a month and I am desperate.

I am relatively new to unity so I may not explain it correctly but I will try my best. I am making a three player multiplayer game about one player controlling movement and the other two control the two hands. I use this code to try to rotate the hand using W and S for pitch, A and D for roll, Q and E for yaw control while also being rotated along with the camera.

public float x;
public float y;
public float z;
public GameObject camera;
public Quaternion rotation;

void Update ()
{
    if (Input.GetKey(KeyCode.W)) x += 0.5f;
    if (Input.GetKey(KeyCode.S)) x += -0.5f;
    if (Input.GetKey(KeyCode.A)) z += 0.5f;
    if (Input.GetKey(KeyCode.D)) z += -0.5f;
    if (Input.GetKey(KeyCode.E)) y += -0.5f;
    if (Input.GetKey(KeyCode.Q)) y += 0.5f;
    rotation = camera.transform.rotation;
    rotation *= Quaternion.Euler(0, 0, z);
    rotation *= Quaternion.Euler(x, 0, 0);
    rotation *= Quaternion.Euler(0, y, 0); 
    transform.rotation = rotation;
}

I want to rotate the hand the same way no matter how it is already rotated. This already works with the rotation of y not affecting x or z or x not affecting z, but x does affect y. If you know how to do this it would be of incredible help.

Try this script. It will rotate transform in orientation of given _cameraTransform.

using UnityEngine;

public class HowcanIMultiplyAQuaternionbyavector3withouttheordermattering : MonoBehaviour
{

    [SerializeField] Transform _cameraTransform;
    [SerializeField] float _degreesPerSecond = 90;

    void Update ()
    {
        float pitch = Input.GetAxis("Vertical");
        float yaw = 0;
        float roll = -Input.GetAxis("Horizontal");

        if( Input.GetKey(KeyCode.E) ) yaw += -1;
        if( Input.GetKey(KeyCode.Q) ) yaw += 1;

        float stepThisFrame = _degreesPerSecond * Time.deltaTime;
        Quaternion pitchRot = Quaternion.AngleAxis( pitch*stepThisFrame , _cameraTransform.right );
        Quaternion yawRot = Quaternion.AngleAxis( yaw*stepThisFrame , _cameraTransform.up );
        Quaternion rollRot = Quaternion.AngleAxis( roll*stepThisFrame , _cameraTransform.forward );
        Quaternion rotationChange = pitchRot * yawRot * rollRot;
        transform.rotation = rotationChange * transform.rotation;
    }

    #if UNITY_EDITOR
	void OnDrawGizmosSelected ()
	{
        if( _cameraTransform!=null )
        {
            Vector3 position = transform.position;
            Gizmos.color = Color.red;
		    Gizmos.DrawRay( position , _cameraTransform.right );
            Gizmos.color = Color.green;
            Gizmos.DrawRay( position , _cameraTransform.up );
            Gizmos.color = Color.blue;
            Gizmos.DrawRay( position , _cameraTransform.forward );
        }
	}
    #endif

}