Controller joystick only returns 8 directions (Bug?)

As the title says, I’m only able to get 8 directions from the joysticks.
[1,0]
[0,1]
[-1,0]
[0,-1]
[0.7, 0.7]
[0.7, -0.7]
[-0.7, 0.7]
[-0.7, -0.7]
and of course [0, 0]
Is anyone else getting this issue or am I just being an idiot?

This is the generated code:

            ""bindings"": [
                {
                    ""name"": ""Left Stick"",
                    ""id"": ""fa27b3f9-4c13-4f0a-8b27-7486dd640241"",
                    ""path"": ""2DVector"",
                    ""interactions"": """",
                    ""processors"": """",
                    ""groups"": """",
                    ""action"": ""Movement"",
                    ""isComposite"": true,
                    ""isPartOfComposite"": false,
                    ""modifiers"": """"
                },
                {
                    ""name"": ""up"",
                    ""id"": ""f410eab2-de72-4ecc-932e-9e223baae5f9"",
                    ""path"": ""<Gamepad>/leftStick/up"",
                    ""interactions"": """",
                    ""processors"": """",
                    ""groups"": ""Controller"",
                    ""action"": ""Movement"",
                    ""isComposite"": false,
                    ""isPartOfComposite"": true,
                    ""modifiers"": """"
                },
                {
                    ""name"": ""down"",
                    ""id"": ""b0da6f0d-ecd0-4a6f-af3c-47febd5acf84"",
                    ""path"": ""<Gamepad>/leftStick/down"",
                    ""interactions"": """",
                    ""processors"": """",
                    ""groups"": ""Controller"",
                    ""action"": ""Movement"",
                    ""isComposite"": false,
                    ""isPartOfComposite"": true,
                    ""modifiers"": """"
                },
                {
                    ""name"": ""left"",
                    ""id"": ""e139f5c7-d7a7-4ef1-8061-b0e5c8224078"",
                    ""path"": ""<Gamepad>/leftStick/left"",
                    ""interactions"": """",
                    ""processors"": """",
                    ""groups"": ""Controller"",
                    ""action"": ""Movement"",
                    ""isComposite"": false,
                    ""isPartOfComposite"": true,
                    ""modifiers"": """"
                },
                {
                    ""name"": ""right"",
                    ""id"": ""40555fc7-b1fc-4557-8201-2a0d3f081969"",
                    ""path"": ""<Gamepad>/leftStick/right"",
                    ""interactions"": """",
                    ""processors"": """",
                    ""groups"": ""Controller"",
                    ""action"": ""Movement"",
                    ""isComposite"": false,
                    ""isPartOfComposite"": true,
                    ""modifiers"": """"
                },

This is my code:

public void UpdatePosition(InputAction.CallbackContext context)
    {
        //Convert vector2 direcion to vector3 direction
        Debug.Log(context.ReadValue<Vector2>());
        Vector3 _moveDirection = new Vector3(context.ReadValue<Vector2>().x, 0, context.ReadValue<Vector2>().y);

        //transform direction to camera
        _moveDirection = Camera.main.transform.TransformDirection(_moveDirection);
        _moveDirection.y = 0;
        //_moveDirection.Normalize();

        //apply speed and rotation
        _currentSpeed = Mathf.Lerp(_currentSpeed, _moveSpeed(), 3f * Time.deltaTime);

        _moveDirection *= _currentSpeed;
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_moveDirection), 3f * Time.deltaTime);
        _player.Move(_moveDirection * Time.deltaTime);
    }
    public void OnMovement(InputAction.CallbackContext context)
    {
        _movementController.UpdatePosition(context);

        if (context.canceled)
        {
            _movementController.StopMoving(context);
        }
    }

After looking around for a while. I read on another post that I can set the binding to just gamepad/leftStick instead of a 2D vector with up/down/left/right binding. to get the left stick option, I had to manually change the generated JSON file with “path”“: “”/leftStick”" instead of whatever it was before. This seems to fix my issue but I’m not sure why this isn’t an option in the binding path dropdown.

As of today, you can just add a regular binding and choose the whole analog stick as your input (instead of a composite 2D input).