I can take a look when I get home in 4 hours, but I think the solution to what you’re describing is that you need to change the transform orientation from global to normal. Then on the bones coming out from the root (door bones) make sure that you have the same axis pointing upward(aligned with the world z axis). If it isn’t then adjust the roll of the bone in edit mode until it is. This will be the axis you rotate those bones with. So either x or z. Y is always the length of the bone. As for constraints, you may need to change them from world space to local space, but I don’t think that is the problem here.
***Edit***
Transform orientation can be set on the header where it says global or by pressing comma and selecting normal.