Unexpected behaviour when rotating a Mesh in World Space

I kept this on hold since august and I’ve been working on and off, testing and trying to figure it out.

I was inspired by the gizmos and how we can rotate objects in world space. basing myself on the source code. I created a new rotate function, which seems to solve the issue I talked about from the beginning.

if it’s legit, I think we should update the current rotate function, the code is basically the same for rotation gizmos onDragEnd.