Unity 3D Imput System Rotation Problem

I have a plane as a player and I have two methods in my player controls class. The first one is working fine and it’s about moving horizontally and vertically. The second one is for having the player move a little bit on the sides when moving on the horizontal and vertical axis so the movements to not be so precise. But the moment I press play my plane is rotated to the other side (the x and y are changed). How can I fix this?

    [SerializeField] float positionPitchFactor = -2f;
    [SerializeField] float controlPitchFactor = -10f;
    [SerializeField] float positionYawFactor = 2f;
    [SerializeField] float controlRollFactor = -20f;

    float xThrow, yThrow;

    void Update()
    {
        ProcessTranslation();
        ProcessRotation();
    }
    void ProcessRotation()
    {
        float pitchDueToPosition = transform.localPosition.y * positionPitchFactor;
        float pitchDueToControlThrow = yThrow * controlPitchFactor;

        float pitch = pitchDueToPosition + pitchDueToControlThrow;
        float yaw = transform.localPosition.x * positionYawFactor;
        float roll = xThrow * controlRollFactor;

        transform.localRotation = Quaternion.Euler(pitch, yaw, roll);
    }

By observing the value of whatever you consider “inputs” at Start(), then always subtracting that baseline value from all future inputs.

Yes, they do. The idea is to have a little rotation with the changing of the position. I do have that but my plane is rotating at the beginning.