Weird lighting angle interaction between Godot and Blender

This isn’t a hindrance to me so it’s not under help - but it’s something people should probably be aware of.
When importing from Blender to Godot I always cut the lights out of the blender file first because otherwise it whites out the model - so instead I’ve been recreating the lights from Blender using a DirectionalLight3D.
As an example, here’s the light I had set up in Blender:


Ideally to recreate this in Godot, the light rotation should be:
DevSer7ai
But no, what actually worked was to set the rotations like this

and rotate globally -120°y

This is the only method that worked. Useful - but if anyone knows why this is happening I’d love to know.