Model moving from Rotation only?

Hello Unity community,
I’ve run into a very disturbing issue today.
I downloaded the Zombie Character pack and a few animations today and I am desperately trying to fix this weird bug.
So basically, if you rotate an object in a scene, it should not move (only rotate towards you, duh…) . But when i rotate this Zombie model it starts to move towards the direction its facing with a speed of ~ 0,1/s.
I’m sure it has to do something with the rotation and the model itself, because when i comment out the rotation code it does not do it, but the same code does not provoke such a behavior for e.g. a cube.

Another thing is that when i get closer the whole model starts to rotate up to face the main camera, so my second question would be how i can make him rotate only on the x and z axis (note : rigbody fix y rotation does not work for me :S)

Code :
Rotation:

myTransform.rotation = Quaternion.Slerp(myTransform.rotation,Quaternion.LookRotation(target.position - myTransform.position),rotationSpeed * Time.deltaTime);

Additional codes used:
Character Controller (standard asset),
Root Motion Computer,
Normal Character Motor

Note: This does also happen when i disable any animations!

Thanks in advance, if you need any more code or details please ask, i want to get rid of this issue as fast as possible.

This is a new way to get an old problem:

The target rotation is over 3D space. When the camera is far away, you’re looking only a little bit up to see it, so not obvious. As you get close, the model is leaning back to do a fully 3D rotate to see you. Fix it by manually making the y values equal, to get a 2D only rotation.

You old code for the target rotation:

...  Quaternion.LookRotation(target.position - myTransform.position) ...

Break it up instead, to kill the y (in other words, figure out the “level with you” camera, and look at that):

Vector3 lookDir = target.position - myTransform.position;
lookDir.y = 0;
(in your Slerp):  ... Quaternion.LookRotation(lookDir) ...