Can't disable actions

I need to temporary restrict player's control of the character, for stagger, cutscenes or whatever. But after some test I noticed that Input system's methods for it just have no effect at all.

I pass input through events and use code generation feature to manage actions. So my disable functions look like this:

public void EnableControls(bool enable)
    {  
        if(enable)
        {
            customClassField.ActionMap.Enable();
        }
        else
        {
            customClassField.ActionMap.Disable();
        }
    }
public void BanCertainActions(bool ban)
    {
        if(restrict)
        {
            customClassField.ActionMap.Action1.Disable();
            customClassField.ActionMap.Action2.Disable();
            customClassField.ActionMap.Action3.Disable();
        }
        else
        {
            customClassField.ActionMap.Action1.Enable();
            customClassField.ActionMap.Action2.Enable();
            customClassField.ActionMap.Action3.Enable();
        }
    }

And they were used like

public IEnumerator UncontrolledMove()
{
      //whatever stuff it does
      EnableControls(false);

      yield return reqiredTime;
      //whatever else happens here
      EnableControls(true);
}

It did everything except disabling controls, and when this method was called by whatever input action I laid my eyes upon in the script it still did nothing. Where is the problem? Can it be in some conditions I didn't mention here?

P.S. Separate methods for enabling and disabling look cumbersome.

Did some testing. Turns out that actions still work despite being disabled in the generated script. Guess it is because I'm using it and the PlayerInput component at the same time. Am I right?

Also, the generated class instance is private (and not static) for the script with all functions which are subscribed to the events, and disable-enable ones are in there too. Soes it matter?