3 very strange errors while switching input action maps

I’m new to using Action Maps in the Input System Package and trying to write a manager to either enable or disable action maps as needed when called on by external classes (it’s a static class).

To do this, I’m using the following functions:

public static void ChangePrimaryActionMap(string name)
{
    DisableActionMap(PrimaryActionMap);
    SetPrimaryActionMap(name);
}
public static void SetPrimaryActionMap(string name)
{
    PrimaryActionMap = name;
    EnableActionMap(PrimaryActionMap);
}
public static void DisableActionMap(string name)
{
    sortedInputReceivers[name].EnableInputs(false);
}
public static void EnableActionMap(string name)
{
    sortedInputReceivers[name].EnableInputs();
}

Now, does this work? Technically yes. However, it causes a strange error that I don’t even know what it means, and that’s why I’m asking here.

Should not get here
UnityEngine.InputSystem.LowLevel.NativeInputRuntime/<>c__DisplayClass7_0:<set_onUpdate>b__0 (UnityEngineInternal.Input.NativeInputUpdateType,UnityEngineInternal.Input.NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate (UnityEngineInternal.Input.NativeInputUpdateType,intptr)

Should not get here
UnityEngine.InputSystem.LowLevel.NativeInputRuntime/<>c__DisplayClass10_0:<set_onBeforeUpdate>b__0 (UnityEngineInternal.Input.NativeInputUpdateType)
UnityEngineInternal.Input.NativeInputSystem:NotifyBeforeUpdate (UnityEngineInternal.Input.NativeInputUpdateType)

Should not get here
UnityEditor.EditorApplicationLayout:SetPausemodeLayout ()

And that’s just so far, it’s possible more may come the more I test it, but with collapse on and after getting 16 errors, they’re all one of those 3 and they all pause the playmode when it occurs too. Any assistance would be greatly appreciated. I’m sure I must be switching action maps incorrectly, but truly I don’t know what the problem is. That’s my best guess. (for additional context, I’m using the generated C# class for my input receivers.

I just realized it’s not clear what’s happening when I call the EnableInputs() or EnableInputs(false) so the following is the implementation for my FlyingActions implementation of InputReceiver and the only difference across the InputReceiver implementations is which actionmap they set callbacks on and enable or disable. The inputs variable is of type InputActions, my auto-generated C# class.

public override void EnableInputs(bool enable = true)
{
    inputs.Flying.SetCallbacks(this);
    if (enable)
    {
        inputs.Flying.Enable();
        return;
    }
    inputs.Flying.Disable();
}