Why doesn't maxDegreesDelta matter in my RotateTowards?

I’m trying to get my gameobject to rotate slower than the input. If I use Quaternion.RotateTowards, it doesn’t matter what I put in for maxDegreesDelta (it can be 0, it can be 1000, it can be multiplied by Time.deltaTime or by Time, or by a counter…) The rotation is always exactly as fast as the input. The same thing happens when I use Quaternion.Slerp… time simply doesn’t matter. What am I missing?

using System.Collections;  
using System.Collections.Generic;  
using UnityEngine;  

public class cubetest : MonoBehaviour
{
    Transform destinationRotation;

    public float rotationSensitivity = 1;
    public float rotationSpeed = 1;

    // Start is called before the first frame update
    void Start()
    {
        destinationRotation = transform;
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetAxis("Mouse X") != 0)
        {
            destinationRotation.Rotate(0, Input.GetAxis("Mouse X") * rotationSensitivity, 0, Space.World);
        }

        transform.rotation = Quaternion.RotateTowards(transform.rotation, destinationRotation.rotation, rotationSpeed * Time.deltaTime);
    }
}

…it’s something about my destinationRotation Transform. If I use an actual GameObject rather than a Transform, it works as intended. :stuck_out_tongue: