I came here after Tutti Ankka linked me your post about confusing feedback. Was interested what game could get such a conflicting opinions.
What I gather from comments and by playing the game, you are on a right track and your idea works, it is just not yet polished enough. Take feedback more as that there is something you could improve, not as that critics know how to do it. There is absolutely no need to scrap that idea of rotating camera in favour of simpler locked camera. You could try few things to see what you think and what play testers think is best feeling option. So here are some ideas:
-Try press and drag style camera rotation. Now I'm constantly rotating camera, as my hand is twitching and stuff. It is relentless and makes playing bit dizzy, there is no calm state for camera. By clicking and moving mouse I don't have to take my hand off from mouse to calm down the camera.
-Try implementing snapping for camera. That is what most people prolly find easier to handle. If there is no need for unlocked camera, why ever have it. 45 degrees turns could be enough. It also most controller friendly option, lerp from position to other by press of shoulder button.
-Go for complete opposite and try unlocking vertical axis completely. Complete freedom without hard to understand and unnatural arbitary upper and lower limit. Optionally also get rid of reference objects (hay bales) when trying this option, to make it feel truly limitless. Like there is no up or down direction in your puzzle universe.
-Or put there more reference objects, ground, etc, and place them asymmetric way, so you can always know at what direction you are looking the volume.
-Send it to playtesters with different mouse sensitivities and axis inversions. Most people wont change default settings, so they are stuck with what you give them. From those playtesters reactions squeeze out most popular settings and make it default. For me personally Invert X and lower sensitivity was best option. -Experiment with different curves for that zoom when you look object from top. I see what you are trying to do here, to get closer look when looking down, but personally for me it feels little odd.
In the end only you know what game is supposed to be, so don't go out your way to implement things that are opposite of what you think game should be.