Can't change UI Button Listeners

I’ve been trying to change the Onclick event I set up in the editor of a button to something else.I’m Calling removeAllListeners() as some examples I’ve found and then adding as a listener an anonymous function. When I click the button after OnGameEnd Runs, I still see the wrong event ocurring and no loadLevel. I now OnGameEnd does run since I can see the text changing. Any ideas of what I’m doing wrong or is this a bug? For now I’ll work around this just checking a boolean in the event I set in the editor, but I would like to know how to change button events in runtime properly.

In the code below, “arrowButton” is same as GetComponent(), I just cached it in a private variable at the start.

        /// <summary>
        /// Re-enables arrow, makes it so we load the next level once we click it.
        /// </summary>
        public void OnGameEnd() {
            arrowButton.interactable = true;
            arrowAnimator.SetBool("Disabled", false);

            GetComponentInChildren<Text>().text = gameEndText;
            
            // When this arrow is clicked now that the game is over, it'll just load the next level.
            arrowButton.onClick.RemoveAllListeners();
            
            arrowButton.onClick.AddListener(() => Application.LoadLevel(nextLevelName));
        }

If you add listener with script,the RemoveAllListeners() works, but if you add listener in editor use this:

arrowButton.onClick.SetPersistentListenerState(0, UnityEngine.Events.UnityEventCallState.Off);

This line disable the first (0.) event what you add in inspector.