This behaviour makes Blender impractical to use for any previs or layout purposes. A real world camera has rotation in this order: Pan -> Tilt -> Roll. This translates to a ZXY rotation order for Blender and Maya. Y = Pan, x= Tilt Z = Roll. Pan always drives Tilt, Tilt always drives roll. In Maya you’d normally even rename the channels to reflect this. If you doing any kind of professional layout, you want to keep pan tilt and roll all on seperate easy-to-update curves in your curve editor.
Because the Blender camera defaults to down, the first thing you do is tilt the camera up to see your scene, which brings causes the z and y channels to overlap and cause gimbal lock.
The only way to fix this is by parenting the camera to a dummy object and rotating 90 degrees to correct the angle, which is a massive hassle if you are trying to work quickly.
Maybe this way makes some sense for modellers, but it makes no sense for previs and layout artists.