transform.RotateAround does not rotate to the object I want

Hi guys i have a problem with transform.RotateAround and I hope that you could help me out. I want my GameObject(which is attached to the script) to rotate around an object with a OnTriggerStay function. I made another object, so when he triggers with that my GameObject will rotate around the object i want, but instead it rotates around the object it triggers with. Any Idea ?
Here is my code (I dont move my GameObject via Script at the moment i do it manually on the
playmode):

public class Player : MonoBehaviour
{
    [SerializeField]
    GameObject target;
    bool rotate = true;

    void FixedUpdate()
    {
        Launch();
    }

    void Launch()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            rotate = false;
        }
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Planet")
        {
            Destroy(gameObject);
        }
    }

    void OnTriggerStay(Collider other)
    {
        if (other.tag == "PerfectLanding" && rotate == true)
        {
            transform.RotateAround(target.transform.position, Vector3.up, 200 * Time.deltaTime);
        }
    }
}

You probably set the target to reference the trigger instead the object you want to rotate around. I tested your code and I couldn’t see any problem with it.

The target is the GameObject i want to rotate around, but instead it rotates around the GameObject that it is being trigger. I can not see any mistake to my code or in the scene as well, that is why I am so confused.