Addressable loading correctly in Editor but not on Android

Hi,
I have a project where I want to load some Sprites using addressables, everything work perfectly fine on Editor (using Play Mode Script Android) . However after building the project (Android) I couldn’t manage to get the addressables loaded on my Launch Scene. After loading the second Scene, I am able to see the the addressables loaded correctly. What could be happening?

From the logs, Addressables are initiated correctly before I try to run LoadAssetAsync:

I/Unity: Initializing Addressables version 1.21.20.
....
I/Unity: Addressables - Content catalog load result = UnityEngine.AddressableAssets.ResourceLocators.ContentCatalogData.
I/Unity: Addressables - added provider UnityEngine.ResourceManagement.ResourceProviders.LegacyResourcesProvider with id UnityEngine.ResourceManagement.ResourceProviders.LegacyResourcesProvider.
I/Unity: Addressables - added provider UnityEngine.ResourceManagement.ResourceProviders.AssetBundleProvider with id UnityEngine.ResourceManagement.ResourceProviders.AssetBundleProvider.
I/Unity: Addressables - added provider UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider with id UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider.
I/Unity: Addressables - initialization complete.

I am trying to run this at startup on Android device:

private IEnumerator  LoadTestSprite()
    {

        var  handler = Addressables.LoadAssetAsync<Sprite>("TestImage");
       
        Debug.Log("Loading Asset . . . ");
            handler.Completed += (handle) =>
            {
                Debug.Log($"  HANDLE COMPLETED {handle.Status}");
                _mainImageComponent.sprite = handle.Result;
                OnSpriteLoaded?.Invoke();

            };
            handler.Destroyed += (handle) => { Debug.Log($"  HANDLE DESTroyed {handle.Status}  {handle.OperationException.Message}"); };
            handler.CompletedTypeless += (handle) => { Debug.Log($"  HANDLE COMPLETED TYPELESS {handle.Status} "); };

            StartCoroutine(LogHandlerStatus(handler,"LoadSprite"));
            Debug.Log($"TEST  {handler.Status} ");
            yield return handler;
    }

    private IEnumerator LogHandlerStatus(AsyncOperationHandle handler, string name)
    {
        while (!handler.IsDone)
        {
            Debug.Log($"Handler information  {name} : {handler.Status} {handler.PercentComplete}");
            yield return new WaitForSeconds(2f);
        }
    }

However the handler seem to be stuck at 0.25

I/Unity: Handler information  LoadSprite : None 0.25