Slerp affecting only one axis?

I’m wondering how I can use slerp to move from one position back to default when pressure isn’t kept so far all I can do is reset all the rotations and I don’t want the Y axis to be effected. What I currently have

Quaternion startRotation;
Quaternion curRotation;

void Start()
    {
        startRotation = transform.rotation;
    }


if (forwardReverse != 0)
        {
            ForwardMove(-forwardReverse);
        }
        else
        {            
            curRotation = transform.rotation;
            transform.rotation = Quaternion.Slerp(curRotation, startRotation, resetTime);
        }

Instead of using Quaternions, use euler angles.

transform.eulerAngles = ...

That way, you can input a Vector3 and deal with only the X, Y, and Z axises. With a Quaternion, you also have to deal with a W axis which is very confusing. So what you can do is this:

transform.eulerAngles = new Vector3(Mathf.Lerp(transform.eulerAngles.x, startRotation.x, resetTime), transform.eulerAngles.y, Mathf.Lerp(transform.eulerAngles.z, startRotation.z, resetTime));

As you can see, I am dealing with only 3 axis. The Y axis is kept the same. Lastly, I am individualing lerping the X and Z axises using Mathf.Lerp.

Also, take out the curRotation variable. Change the startRotation data type to a Vector3.
The last thing you need to do is replace line 6 with:

startRotation = transform.eulerAngles;