Camera.CoordinateFrame is broken

Setting the CoordinateFrame of a camera object while the CameraType is set to Scriptable seems to anchor the camera not to the part, but to a point several hundred thousand studs away from where you intended to anchor it. After fiddling with the command bar, I found that something seems to be continually setting the CoordinateFrame of the camera to that faraway point. Once you finish the intro scene the camera is set back to the default so it properly anchors to the character.

This bug started occurring in games that have been on their current version for a week or more, and I’m almost certain this is directly related to the other massive bugs that people have been reporting.

EDIT: Seems fixed.

We disabled some changes that was probably causing the issue that you saw here.
If you have a small repro (preferably in as a lua script) I would very much appreciate it. I tried setting the CFrame of the camera but I didn’t notice the result being incorrect.

local Camera = game.Workspace.CurrentCamera
Camera.CameraType = Enum.CameraType.Scriptable
local ViewPoint = game.Workspace.CameraViewPoint
Camera.CoordinateFrame = * CFrame.Angles(math.rad(ViewPoint.Rotation.X), math.rad(ViewPoint.Rotation.Y), math.rad(ViewPoint.Rotation.Z))

CameraViewPoint is just a regular part. This code can go into a LocalScript in ReplicatedFirst.