On looking to far up or down Random Rotation bug

The Issue is when I’m looking to far down or up my camera is kind of rotating to the middle rotation again even tho I was looking down same for looking on top.

[Video so u can see what I mean][1]

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;
    public float sensitivityXDef = 15F;
    public float sensitivityYDef = 15F;
    public float minimumX = -360F;
    public float maximumX = 360F;
    public float minimumY = -60F;
    public float maximumY = 60F;
    float rotationX = 0F;
    float rotationY = 0F;
    private List<float> rotArrayX = new List<float>();
    float rotAverageX = 0F;
    private List<float> rotArrayY = new List<float>();
    float rotAverageY = 0F;
    public float frameCounter = 20;
    Quaternion originalRotation;

    Quaternion rotation;



    void Start()
    {
        Rigidbody rb = GetComponent<Rigidbody>();
        if (rb)
            rb.freezeRotation = true;
        originalRotation = transform.rotation;
    }





    void Update()
    {





        if (axes == RotationAxes.MouseXAndY)
        {
            //Resets the average rotation
            rotAverageY = 0f;
            rotAverageX = 0f;

            //Gets rotational input from the mouse
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationX += Input.GetAxis("Mouse X") * sensitivityX;

            //Adds the rotation values to their relative array
            rotArrayY.Add(rotationY);
            rotArrayX.Add(rotationX);

            //If the arrays length is bigger or equal to the value of frameCounter remove the first value in the array
            if (rotArrayY.Count >= frameCounter)
            {
                rotArrayY.RemoveAt(0);
            }
            if (rotArrayX.Count >= frameCounter)
            {
                rotArrayX.RemoveAt(0);
            }

            //Adding up all the rotational input values from each array
            for (int j = 0; j < rotArrayY.Count; j++)
            {
                rotAverageY += rotArrayY[j];
            }
            for (int i = 0; i < rotArrayX.Count; i++)
            {
                rotAverageX += rotArrayX*;*

}

//Standard maths to find the average
rotAverageY /= rotArrayY.Count;
rotAverageX /= rotArrayX.Count;

//Clamp the rotation average to be within a specific value range
rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);

//Get the rotation you will be at next as a Quaternion
Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);

//Rotate
transform.rotation = originalRotation * xQuaternion * yQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotAverageX = 0f;
rotationX += Input.GetAxis(“Mouse X”) * sensitivityX;
rotArrayX.Add(rotationX);
if (rotArrayX.Count >= frameCounter)
{
rotArrayX.RemoveAt(0);
}
for (int i = 0; i < rotArrayX.Count; i++)
{
rotAverageX += rotArrayX*;*
}
rotAverageX /= rotArrayX.Count;
rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
transform.rotation = originalRotation * xQuaternion;
}
else
{
rotAverageY = 0f;
rotationY += Input.GetAxis(“Mouse Y”) * sensitivityY;
rotArrayY.Add(rotationY);
if (rotArrayY.Count >= frameCounter)
{
rotArrayY.RemoveAt(0);
}
for (int j = 0; j < rotArrayY.Count; j++)
{
rotAverageY += rotArrayY[j];
}
rotAverageY /= rotArrayY.Count;
rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
transform.rotation = originalRotation * yQuaternion;
}

Quaternion Stand = transform.rotation;
Stand.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, 0);
transform.rotation = Stand;
}

public static float ClampAngle(float angle, float min, float max)
{
angle = angle % 360;
if ((angle >= -360F) && (angle <= 360F))
{
if (angle < -360F)
{
angle += 360F;
}
if (angle > 360F)
{
angle -= 360F;
}
}
return Mathf.Clamp(angle, min, max);
}

_*[1]: https://streamable.com/eneope*_

@sansuno68 I would change your clamp angle function to this. See if it helps

 public static float ClampAngle(float angle, float min, float max)
     {
         angle = angle % 360;
         if ((angle >= -360F) && (angle <= 360F))
         {
             if (angle <= -360F)
             {
                 angle =  -360F;
             }
             if (angle >= 360F)
             {
                 angle = 360F;
             }
         }
         return Mathf.Clamp(angle, min, max);
     }