This is part of the logic from my movement code:
transform.Translate(velocity * Time.deltaTime);
velocity.x = Mathf.MoveTowards(velocity.x, runSpeed * moveInputX, changeRatePerSecond * Time.deltaTime);
velocity.y = Mathf.MoveTowards(velocity.y, runSpeed * moveInputY, changeRatePerSecond * Time.deltaTime);
When I apply rotation though, the movement gets effected.