It’s difficult because the rotation is represented as a quaternion and converting it to euler angles returns values between -180 and 180.
In this case, a workaround is to have an Vec3 attribute in the/a script to store the euler angles you want in the editor or any value so you can do the processing you need on it as well as storing it as euler angles without the axis flip. The downside is that you don’t see the object rotate in the editor.