Thank you! It is not geometry (and I don’t call it geometry once), but portals allow for local violations of Euclidean geometry axioms - for example, there can be more than one straight line connecting two points. I was originally intending to do more things with portals (like passing through pairs of different-sized portals to adjust the player’s size or maintaining perceived gravity direction when exiting through a flipped portal), but ran into a lot of issues with getting portals to work well in Godot (see blog post).
As for rotation, hard to tell - ultimately that’s on Godot’s end. So long as you’ve clicked to lock the mouse cursor, should act normal.