I couldn’t find information about this anywhere, but I noticed that when I do rotate my IK targets from the Scene Window using the rotate gizmos (both E and multi-transforms), with Pivot and Local set, all values are affected unless they’re 0. When changing the values from the inspector, it produces the expected behaviour.
This happens on all objects, regardless if they’re part of a rig or not and seems to be a general problem of the editor. Am I missing a gimbal option somewhere? This is behaving as if the gizmo on screen simply didn’t match the values shown in inspector.
Note how Z remains unaffected by this issue, so I think it might have to do with the rotation order.

When modifying values from script it also works as expected.
Hi. It looks like this could be related to the IK package you’re using rather than Unity physics. Knowing your Hierarchy would help, too. However, if possible, maybe you’re able to create a bug report via the Bug Reporter (“Help → Report a Bug…” in the Unity Editor)? It would then be easier for us to help you out with this. Just make sure to attach the project that you’re using in the attached .gif. Cheers!
It’s in the specifications.
The operation of the rotation gizmo combines multiple rotational transformations into a single Euler angle representation, meaning each parameter is not independent.
For example, the process of rotating an object with current angles XYZ of (10, 20, 30) by 5 degrees around the X-axis is equivalent to the following calculation:
var q = Quaternion.Euler(10f, 20f, 30f) * Quaternion.Euler(5f, 0f, 0f);
var newEulerAngles = q.eulerAngles;
The reason why Z rotation does not affect the values of other axes is that:
Quaternion.Euler(a, b, c) * Quaternion.Euler(0f, 0f, d) is equivalent to Quaternion.Euler(a, b, c + d).
(Unity’s Euler rotation is applied in the order ZXY.)