Quaternion.Euler(new Vector3(95,0,0)).eulerAngles != new Vector(95,0,0)

output is (85.0, 180.0, 180.0),

How can I make rotation to (95,0,0) with affect rotation y and z?

never use eulerAngles for read data.

if you need a stable rotation in one (two, three) axis, just use local variable, for example

private float rotationX = 0f;
and change it whenever you want
void Update()
{
    ...
    rotationX += Time.deltaTime * 50f;
}

also there in Update, just apply it by

void Update()
{
    ...
    transform.rotation = Quaternion.Euler(new Vector3(rotationX, 0f, 0f));
}

forget about Quaternion.eulerAngles at all 8)