Can't rename bone in skinning editor?

For some reason, Unity 2022.2.0+ has an issue with renaming bones in the skinning editor for 2D sprites. Any attempt to do so results in this error. Has anyone experienced anything similar? I’ve noticed that PSBs are also a bit wonky in the import settings with some toggle boxes being difficult to click on.

ArgumentOutOfRangeException: startIndex cannot be larger than length of string.
Parameter name: startIndex
System.String.Substring (System.Int32 startIndex, System.Int32 length) (at <8f06425e63004caf99a79845675f751e>:0)
UnityEngine.TextEditingUtilities.DeleteSelection () (at <3859f4a893614f508581f22c26c521c2>:0)
UnityEngine.TextEditingUtilities.ReplaceSelection (System.String replace) (at <3859f4a893614f508581f22c26c521c2>:0)
UnityEngine.TextEditingUtilities.Insert (System.Char c) (at <3859f4a893614f508581f22c26c521c2>:0)
UnityEngine.UIElements.KeyboardTextEditorEventHandler.OnKeyDown (UnityEngine.UIElements.KeyDownEvent evt) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.KeyboardTextEditorEventHandler.ExecuteDefaultActionAtTarget (UnityEngine.UIElements.EventBase evt) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.TextEditingManipulator.ExecuteDefaultActionAtTarget (UnityEngine.UIElements.EventBase evt) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.TextElement.ExecuteDefaultActionAtTarget (UnityEngine.UIElements.EventBase evt) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.CallbackEventHandler.UnityEngine.UIElements.IEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPath (UnityEngine.UIElements.EventBase evt) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.KeyboardEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <469e18a818964f39910fa06bef052d82>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <3859f4a893614f508581f22c26c521c2>:0)

Yep! Me too.