The inspector is just a human friendly display of rotation values. It is not representative of the underlying values, particularly as rotations are handled with quaternions under the hood, and not euler angles.
You might want to just check if the axis is approximately divisible by your desired rotation (using the modulo operator).
How do you know that line is from the second child object? You have 4 of them there and you said there’s a script on each of them.
I would recommend, in the very least, outputting the name of the GameObject alongside it or use the 2nd argument of the Debug.Log and pass the GameObject; that way you can double-click on the console line and it’ll highlight which GameObject it’s referring to.
Take a look now :
The value for checkpointstart(3) is -3.3 in the hierarchy | In the console: 356.7
The value for checkpointstart(1) is -216.37 in the hierarchy | In the cosole: 143.63
-3.3 and 356.7 are the same rotation. You need to read what @spiney199 put above when he said that those values shown in the inspector are not how they are stored i.e. Euler angles are not how they are stored they are for visualisation only, everything is a Quaternion for good reason.
AFAIK these Euler angles are calculated using a rotation order of Z, X and then Y.