CanvasGroup settings overwritten on start?

I just upgraded from b20 to rc1 and am having some trouble with 2D raycasts.

Specifically, I have many areas in my code where I’m filtering the raycast targets with CanvasGroup and the variables Interactable and BlocksRaycasts. Before I start the app, those values are set to false (meaning they should not hinder the raycast hittest). But when I run my game, I am finding them switched on in the inspector, and stealing my input. I ended up writing a sync component to turn them back off as a workaround, any idea why this is happening?

I do load scenes and disable/enable them manually, but I would think this would still be compatible with the basic serialization used in CanvasGroup (and it used to work). Has something changed here?

Oops, looks like this is being discussed at RC1 CanvasGroup is buggy? Interactive and BlockRaycast becomes true, when active has become false - Unity Engine - Unity Discussions