The issue: Copy Rotation offset doesn’t work. Trying to manually rotate it results in random rotations and makes it impossible to animate unless it is disabled. This also applies to the Transform constraint.
I have a pretty simple human rig with IK arms and legs. I have two spine bones (‘spine’ and ‘chest’). I had the chest copy the rotation of the spine bone in local space, and enabled offset. The constraint acts as it should, but if I try to rotate the chest, they will initially rotate along its local axes, but after that (or if you try to initially rotate it along the global axes), it rotates wrong (seeming along multiple axes). This makes it incredibly hard to animate.
I then tried out a simple two-bone armature with this setup (with the child copying the parent), and it still happened. And again on another rig where each spin bone would copy a single controller.
I usually use Local Space to Local Space because the others don’t look normal.