Sprite rotation does not turn off in Matter Physics

This code should create a sprite when moving too

create() {
  this.lizard = this.matter.add.sprite(400, 2000, "lizard", undefined).setFixedRotation();
}

update() {
    const speed = 5;
    if (this.cursors.left.isDown) {
      this.lizard.setVelocityX(-speed);
    } else if (this.cursors.right.isDown) {
      this.lizard.setVelocityX(speed);
    } else {
      this.lizard.setVelocityX(0);
    }
}

const config: Phaser.Types.Core.GameConfig = {
  type: Phaser.WEBGL,
  width: window.innerWidth,
  height: window.innerHeight,
  scale: {
    mode: Phaser.Scale.FIT,
    autoCenter: Phaser.Scale.CENTER_BOTH,
  },
  physics: {
    default: "matter",
    matter: {
      debug: true,
      // gravity: {
      //   y: 1,
      // },
    },
  },
  scene: [Preloader, Game],
  plugins: {
    scene: [
      {
        key: "rexUI",
        plugin: UIPlugin,
        mapping: "rexUI",
      },
    ],
  },
};

But when you move the sprite it flips
Everywhere they write that setFixedRotation fixed the situation, they also write to set body.inertia = Infinity but this also does not help. What to do?

Phaser 3.70

I found this setScale on matter bodies is resetting fixedRotation · Issue #6369 · phaserjs/phaser · GitHub
using setScale also resets setFixedRotation
this works:

this.lizard = this.matter.add
      .sprite(400, 2000, "lizard", undefined)
      .setScale(3)
      .setFixedRotation();