How to set EXACT same camera position like before using OrbitControls

Hello. I want to rotate a camera around model, but only on X axis. I tried to do it by using OrbitControls, but something is wrong. After using OrbitControls my camera looked at different place. I’ve found that changing controls.target is what i needed to do. And here is my problem. I literally can’t set it to make it look good! How can i set controls and camera to have exact same view like camera before using OrbitControls?

Before using OrbitControls:
Before
After using OrbitControls:
Screenshot -  Godzina (01-47-43), Data (2023-08-03)

Here is my code:

  //Camera
  const camera = new THREE.PerspectiveCamera(45, 390 / 844, 0.1, 100)
  camera.position.set(0, 2.8, 5.5)
  scene.add(camera)
//Renderer
  const renderer = new THREE.WebGLRenderer({
    canvas: canvas.value,
    alpha: true,
    antialias: true,
  })
  renderer.setPixelRatio(window.devicePixelRatio)
  renderer.setSize(350, 250)
//Controls
  const controls = new OrbitControls(camera, renderer.domElement)
  controls.enableDamping = true
  controls.enableZoom = false;
  controls.minPolarAngle = Math.PI/4;
  controls.maxPolarAngle = Math.PI/4;
//Animate loop
  function animate() {
    requestAnimationFrame(animate);
    if (globalGltf) {
      globalGltf.rotation.y -= 0.005
    }
    renderer.render(scene, camera)
  }

  animate();

Is this similar to what you want to achieve (rotate the scene to see the effect):
Smoothly resetting camera angle with OrbitControls