Potential bug when setting Particle System start rotation via code

So I’m trying to get a Particle System that simulates in World space to align its rotation to its parent GameObject. The most straightforward way I could think to do this was this:

system.startRotation = transform.rotation.eulerAngles.y;

The system is a horizontal billboard so I just need to point it towards the parent’s forward vector (it’s a series of cracks on the ground). However - this assigns some insane value to the system’s start rotation; ie - a Y rotation of ~90 assigns a start rotation value of something over 5000. If I log the values of both the transform’s Y rotation and the system’s start rotation they both seemingly match but if I pause the simulation I see this ridiculous number and manually changing the value in the Inspector and resuming the simulation solves the problem perfectly.

I have absolutely no clue why a straight value assignment is producing this bizarre behavior.

Have you tried:
“the value should be given in radians”

Well don’t I feel sheepish.

Still doesn’t explain the bizarre value in the Inspector but it works so I could care less.