You're looking at Rigidbody.inertiaTensor. It sounds complex, but it answers a simple question:
"We know how hard it is to PUSH this object (Mass).
But how hard is it to SPIN this object?"
In rotational physics, Resistance = Mass × Distance². Moving mass slightly outwards makes it drastically harder to spin.
In 3D, difficulty changes depending on the axis. A long brick is easy to roll (longways) but hard to spin (flat).
You asked: "Does the Tensor rotate opposite to the world?" No.
Unity finds the Principal Axes—the unique angle where the mass is perfectly balanced—and stores this offset in inertiaTensorRotation.
Observe the L-Shape below. The Object Local Axis (White) is aligned with the mesh, but the Principal Axes (RGB) rotate to balance the mass.
White = Transform.rotation
RGB = Inertia Principal Axes
Tensor = 999: Heavy. Spins up slowly.Tensor = 0: Locked. (Infinite Resistance).