Object Rotation

I am currently struggling with getting a placed object to rotate individually (i.e. separately from the other prefabs that contain the same ID). I am using a script that allows me to spawn the object and rotate it before placement (by left clicking), but this is done through the scrollwheel of the mouse and it conflicts with another script I use to Zoom In/Out.

I have managed to stop the item rotating so I can zoom in and out and added a script to the prefab I am using that allows me to rotate but it will also rotate every other item with the same name (quite incovenient). Ideally I would like these to be in one single script so as it only rotates the spawned item and not every single item on my terrain with the same prefab name. I will post examples of the scripts I am currently using. I admit it doesn’t really help me being a complete layman in C#.

Thank you in advance.

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

public class Movement : MonoBehaviour {

	// Use this for initialization
	void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {
        if (Input.GetKeyDown(KeyCode.Keypad7)) {
            //transform.Rotate(Vector3.left);
            transform.Rotate(0,10f,0);
        }
        if (Input.GetKeyDown(KeyCode.Keypad9)) {
            //transform.Rotate(Vector3.right);
            transform.Rotate(0, -10f, 0);
        }
        
    }
}

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

public class GroundPlacementTest : MonoBehaviour {


    [SerializeField]
    private GameObject placeableObjectPrefab;

    [SerializeField]
    private KeyCode newObjectHotkey = KeyCode.A;

    private GameObject currentPlaceableObject;

    private float mouseWheelRotation;

    private void Update()
    {
        HandleNewObjectHotkey();

        if (currentPlaceableObject != null)
        {
            MoveCurrentObjectToMouse();
            RotateFromMouseWheel();
            ReleaseIfClicked();
        }
    }

    private void HandleNewObjectHotkey()
    {
        if (Input.GetKeyDown(newObjectHotkey))
        {

            if (currentPlaceableObject != null)
            {
                Destroy(currentPlaceableObject);
            }
            else
            {
                currentPlaceableObject = Instantiate(placeableObjectPrefab);
                currentPlaceableObject.layer = LayerMask.NameToLayer("Ignore Raycast");
            }
        }
    }

    private void MoveCurrentObjectToMouse()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        RaycastHit hitInfo;
        if (Physics.Raycast(ray, out hitInfo))
        {
            currentPlaceableObject.transform.position = hitInfo.point;
            currentPlaceableObject.transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);

        }
    }

    private void RotateFromMouseWheel()
    {
        Debug.Log(Input.mouseScrollDelta);
        mouseWheelRotation += Input.mouseScrollDelta.y;
        currentPlaceableObject.transform.Rotate(Vector3.up, mouseWheelRotation * 0f);
    }

    private void ReleaseIfClicked()
    {
        if (Input.GetMouseButtonDown(0))
        {
            currentPlaceableObject.layer = LayerMask.NameToLayer("Default");
            currentPlaceableObject = null;
        }
    }
}

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

public class ZoomCam : MonoBehaviour {

    // Use this for initialization
    void Start() {
    }
    // Update is called once per frame
    void Update() {

        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            GetComponent<Camera>().fieldOfView--;
        }
        if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            GetComponent<Camera>().fieldOfView++;
        }
    }
        	     
}

I am attaching the script to actual object once it is spawned; all items spawned afterwards share the same name and therefore rotate all items with the same name. Is there a way to randomly generate a new name tag as the item is spawned as that will likely resolve the issue?