It seems that I’ve had the same issue that many have had with animations spinning in place during animation playback. The issue seems to be caused by the difference between Unity using quaternions in the programming, but what we see in the editor is Euler angles. Not going to bore you with the details, but those of us who took physics might already see the issue here. The solution (at least for me) was to force the interpolation of the animation to use quaternions.
Here’s how to do that: Double-click in your timeline. This will open up the animation tab relevant to that timeline. On the left side of that window, you’ll see your Position and Rotation vectors. Right-click on the Rotation vector and then mouse over “Interpolation.” Once here, just select Quaternion (Not Euler Angles (Quaternion)). This fixed my issue, and I hope it helps someone else avoid the 2 hours of troubleshooting and research I just did.