In this example we can see that y and z values are added to y field
[189362-изображение-2021-11-30-020311.png|189362]
And here z value goes to y
[189363-изображение-2021-11-30-020411.png|189363]
In this example we can see that y and z values are added to y field
[189362-изображение-2021-11-30-020311.png|189362]
And here z value goes to y
[189363-изображение-2021-11-30-020411.png|189363]
The answer is pretty simple, the “change” in values are just 2 ways of representing the same rotation. Like here I’ve set up your second example with the 2 cubes having the different rotation values:
⠀

⠀
As you can see, the 2 objects have Identical rotations (The Arrows are showing their Local X,Y and Z Axis) despite rotating around different axes to get there. So in your examples, you’re converting the 3 floats to a Quaternion then asking to convert it back when you look at Quaternion.eulerAngles, so there’s no guarantee that Unity will decide to rotate round the same axis that you did.
⠀
This is actually one of the reasons why Quaternions are better than Euler Angles for representing rotation, as you can’t have 2 different Quaternions evaluating to the same rotation, which is handy if you want to know if 2 rotations are the same, even if technically the axis’ they’re rotating on are different.