What basically happens is that when rotating an object with standard rotation around the XYZ axes, instead of using the bounding box of the object there is some weird offset depending on vertex distribution.
An easy way to test this is to make a cube with an offcenter inset on the top, like in my attachment, and now rotate it on Y, It will rotate differently depending where the inset is. Same goes for X and Z actually, just tested that quickly while typing this.
I find this behaviour VERY unintuitive and would think that rotation around center of the bounding box would make the most sense.
(version was 2.2.9)
An easy way to test this is to make a cube with an offcenter inset on the top, like in my attachment, and now rotate it on Y, It will rotate differently depending where the inset is. Same goes for X and Z actually, just tested that quickly while typing this.
I find this behaviour VERY unintuitive and would think that rotation around center of the bounding box would make the most sense.
(version was 2.2.9)