Rotation problem - Change Roll of the mesh while yaw

Hello,
I am making a simple plane game. When you press up and down you change the pitch; right and left the yaw.
When the yaw change i would like the plane to slighty change is roll (visualy). So i made a parent with the script and a child with the model of the plane.

This is how i yaw:

 if (Input.GetAxis("horizontal") < -0.5)
        {

            transform.Rotate(0, -15f * Time.deltaTime, 0);
         
            var target = Quaternion.Euler(0, 0, 45);
          
            PlaneMesh.transform.localRotation  = Quaternion.Lerp(PlaneMesh.transform.rotation, target, 0.5f);
        
        }
        else
        {
            var target2 = Quaternion.Euler(0, 0, 0);
            PlaneMesh.transform.localRotation = Quaternion.Lerp(PlaneMesh.transform.rotation, target2, 1f);
        }

But my quaternion.lerp don’t work, the mesh yaw more than the parent and keep turning. If there is no lerp (1f) it behaves like i want but it’s not smooth. Any idea ?

found the solution; forgot the localrotation on Quaternion

 if (Input.GetAxis("horizontal") < -0.5)
        {

            transform.Rotate(0, -15f * Time.deltaTime, 0);

            //Faire Fn rotation pendant le Yaw
         
            var target = Quaternion.Euler(0, 0, 45);
          
            PlaneMesh.transform.localRotation  = Quaternion.Lerp(PlaneMesh.transform.localRotation, target, Time.deltaTime*1);
          
           // PlaneMesh.transform.localRotation = Quaternion.Euler(0, 0, 45);
            //PlaneMesh.transform.Rotate(0, -1/2, 0);
        }
        else
        {
            var target2 = Quaternion.Euler(0, 0, 0);
            PlaneMesh.transform.localRotation = Quaternion.Lerp(PlaneMesh.transform.localRotation, target2, Time.deltaTime * 1);
        }