Pitfall is an understatement.
Overlapping axes cause a situation called "gimbal lock" -- a long standing source of frustration to animators everywhere.
But to really understand a problem you first have to clearly define the goal that the problem is obscuring.
The goal is, to describe an object's orientation in terms of numbers - so that abstract math operations can be applied to it; like (for animators) smooth interpolation.
If you had decent math in high school, the name Euler should sound familiar. He's one of those folk heroes in the academic world I guess. Anyway he was the guy who realized that any orientation could be described in terms of a sequence of rotations around three axes (and thereby reduced to 3 numbers). That's why we call the 3 rotation values on an object the Euler angles.
Imagine you are in the barrel of a main gun on a battleship. The turret can rotate left and right. That's one axis. The gun inside the turret can elevate or depress; that's the second axis. So with two axes, the gun can point you in any direction. Finally, you could roll clockwise or counterclockwise inside the barrel; that is your third axis. * Between those three rotations you can achieve any orientation... but...
Now imagine the gun is pointing straight up, and you want to lean to your right. Unfortunately (as you noted) two of your axes are overlapping (the turret rotation and your axis of roll inside the barrel) and the axis you want to move in isn't mechanically available. The only way for you to rotate to your right, is for the turret to turn right, while the gun lowers, and you roll counterclockwise in the barrel -- all simultaneously. Thus, an operation which ought to be one simple planar rotation becomes a real pain in the ass. Not to mention this complex relationship is no longer very clean numerically. That's gimbal lock.
As you can see, it's a problem tied directly to the system of Euler angles. If you think on it a bit longer, you will notice that the order of the rotations matters a lot. Each axis in the stack gets progressively less dependable.
To some extent you can use this knowledge to avoid trouble. For example if you intend to animate a car, it would make sense to put the Y axis in control. This way the car can only gimbal lock if it faces nearly vertical, which is unlikely for a car and thus probably not an issue.
Rotations are applied in reverse. So on the object's attribute tab you would select a rotation order of XZY or ZXY.
Still, Euler angles are a dirty system. Ideally, you should never have to worry about gimbal lock in any situation. You should always be able to describe an object's orientation with clean numbers that interpolate properly (which btw Euler angles don't).
The solution is a mathematical construct called a quaternion -- so called because it is comprised of four numbers. Unfortunately I can't really describe how quaternions work because I'm still trying to understand myself.
They are functionally similar to system that uses three numbers to describe the vector, and a fourth to describe rotation around that vector -- but I think the math for quaternions is deeper. I've coded some quaternion stuff myself based on information on the web; so I've researched and hashed over the equations thoroughly... and still don't really understand what's going on.
Anyway I digress.
The point is, you can use quaternions to avoid gimbal lock. Take any keyframed rotation in the graph editor and select curves->change rotation interp->synchronised quaternion.
However, as the "synchronized" name suggests, quaternions cannot be reasonably be edited on a component level. So you have to give up on graph editor tangent tweaking if you want to use quaternion interpolation; your only controls will be to change a keyframe from linear to smoothed interpolations.
*as a side note, some scientists use a two-axis, three rotation system... something like YZY. I guess it works, but I don't really understand the advantages. It doesn't seem as friendly as Euler angles and can't be as powerful as quaternions...
Anyway I hope that my rambling has given you something to think about.