I want to rotate the model to face player, not bend?

I posted this question about 7 hours ago but included the wrong code, for some reason the post won’t edit so I’m posting again. I basically want my enemy model to always face the player but not bend when the player is close.

EDIT: Sorry, what I’m trying to get is I only want the model to rotate left/right, not up and down. The model will rotate so it’s facing the sky if I get close, I just want the model to turn around, not bend backwards/forwards.

var PlayerHealth = 10;	//PlayerHealth Value
var TakeDamage : boolean; //Damage toggle
var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var myTransform : Transform; //current transform data of this enemy

function Awake()
{
    myTransform = transform; //cache transform data for easy access/preformance
}

//When the player and AI meet enable Damage Toggle
function OnTriggerEnter(other : Collider){
	if(other.tag == "Player"){
		TakeDamage = true;
	}
}

//When the player and AI seperate disable Damage Toggle
function OnTriggerExit(other : Collider){
	if(other.tag == "Player"){
		TakeDamage = false;
	}
}

function Start()
{
     target = GameObject.FindWithTag("Player").transform; //Target the player
}

function Update () {
    //Rotate to look at the player
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
    
    //Move towards the player
    //myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;

}

Just rotate around the Y axis:

  var newRotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime).eulerAngles;
  newRotation.x = 0;
  newRotation.z = 0;
  myTransform.rotation = Quaternion.Euler(newRotation);