Rotate Rigidbody according to NavMeshAgent's nextPosition

Hello!

Does anybody spot any error in my code?
To me it looks really beautiful and correct, but since my character doesn’t rotate towards the nextPosition, I think my code isn’t as good as I think. :-8

Does anybody see my mistake?

Thank you very much!

I have _agent.updatePosition = false;

    void Start()
    {
        (...)
        _agent.updatePosition =false;// I don't want the agent to actually move the rigidbody...
        _agent.updateRotation = true;// ... I only want to know the direction in which the agent would rotate in order to follow the path
       }

   void Update()
    {
         _agent.nextPosition = _rigidBody.position;//doesn't work in FixedUpdate
    }
    void FixedUpdate()
    {
       (...)
       pRotateTowardsNextPathPoint();
    }
    private void pRotateTowardsNextPathPoint()
    {
        //let the navmesh agent determine the rotation
        //the position / velocity comes from the animation's root motion
        //my animation forward velocity isn't linear, but NavMeshAgent only supports linear Speed, so I don't let NavMeshAgent move my character forward

        var qTo = Quaternion.LookRotation(_agent.nextPosition);
        qTo = Quaternion.Slerp(this.transform.rotation, qTo, 30.0f * Time.deltaTime);
        _rigidBody.MoveRotation(qTo);
    }

@Jakob_Unity Hello Jakob, could you jump up on this?