In 3d there are two mainly used types of camera anchors: Cartesian and quaternion. For autodesk Maya, when the camera is constrained to a point it has to rotate around the camera mostly operates on a single relative axis, XYZ/-X-Y-Z. Same as in game. When you hit Y max or Y min (worldspace) the camera 's intrinsic axis start to bug out. This is a common bug in every 3d software and in games.
A quaternial axis gives you a much more free way to rotate as it’s max and min values aren’t subject to the cartesian system (worldspace) while object space 's influence is not altering the way the camera rotates.
In game when you’re pointing upwards or downwards the view starts spinning violently while if it had a quaternion gimbal the view would operate much more freely.
Having a quaternion gimbal is fundamental for situations like reversals.
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