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Also, with that many blades you have way more lift than that heli needs, I've seen gyros do weird things when trying to adjust collective on a heli with crazy amounts of lift
This is happening because the gyro tries to tilt toward the right, gets confused because it tilts to the left, which you react to by tilting to the right, the gyro then overcommits, which causes a rather violent pendulum effect which ends up with you sideways or upside down.
It is unlikely for this to ever be caused by an engine putting out too much power, given that i've made helicopters that can lift upwards at 140m/s... and you do not need a neutral collective unless you're making a helicopter with a variable collective. Old-style helicopters with fixed prop attack can be made just fine, and extreme lifts do not cause instability that flips the copter.
It overcompensates roll, probably some minor instability or some out-of-bound error margin making it freak out for no reason and then it starts to oscillate and flip like the OP video suggest.
Thing is, this issue existed from the beginning and was also a reason why custom gyros do exist on Steam Workshop. The problem is that after certain update, it was simply made worse.
This will happen with every single gyro given inverse input. I've seen this scenario happen with a wrongly wired RC copter as well. You know, a real, physical one.
Lead the logic from your stabilized roll to a numerical inverter(literally multiply the value by -1, as said) before linking it to the roll of your propeller, the issue should go away.