the part is orientated at orientation (0,180,0). So if you inverse it making it (0,-180,0) it’s basically back to square 1 again. (If you manually input (0,-180,0) into orientation studio property it will become (0,180,0))
Do not think in terms of look vectors for visualizing why.
By themselves it doesn’t tell enough information, as there is the right vector and up vector which fully create the CF.
Use orientation as all three values correspond to the full rotation for your visualization. (Orientation is a lot nicer as well which is why Studio uses them as the default vs EulerAnglesXYZ or CFrame.Angles )