Why is Root Motion Rotation imprecise?

I’ve been having an issue getting root rotation to precisely rotate the character. It does not rotate the amount it does in Maya.

To isolate the issue, I’m using a box with one joint, and a generic avatar setup. I’m moving and rotating the box 180 degrees.

In the game and in the animation preview, the box does not rotate fully. More rotations done after the first compound the issue. You can see in the below gif, even on the first rotation it gets slightly off center.

Does baking the animation upon export from Maya help?

Is optmize/compression set on the animation when imported?

These might help

https://docs.unity3d.com/Manual/FBXImporter-Animations.html