I took my character and put in a keyframe at T=0 and T=30 in the positions shown in the picture for the root bone that's highlighted along with its motion path. If I only move X and Z, the interpolation is predictable and my character just moves from point to point in a straight path. But if I add a rotation to the local Y axis (up/down) or the global Z axis and index it at T30, then blender puts in a crazy flip in the interpolation.
It's so bad that even if I added an intermediate keyframe at T=15 that forces the character to remain vertical, it still tries to tilt the character a bit between the keyframe points. I would have to almost add a manual keyframe for every frame to keep the character vertical.
Am I doing something wrong or is this just a bug?