But the question is there some 100% sure way to rotate stuff in world space in deltas?
This way:
To rotate in world space you’d probably need to do delta * worldRotation
Then,
So Quaternion multiplication can lead to unpredictable results if 2 quats axes do not match, the resulting quat can have different axes rotations
Result is perfectly predictable (as anything in math ;)) if you keep in mind the order of rotations.
Something which can be used by people who want to forget about math for some time?
Unless you are satisfied with Unity-like pre-programmed assets like
DoorRotator
, this part of math is really important. Transformation mechanism is similar in all engines and it would be very useful for you to keep it in mind at least generically.