Controller only works with one value even though it hasn't been programmed too

Strange title I know so here's a video to show my Issue:


If you saw in the video the left joystick is meant to move the player but instead it rotates the which I have no clue why it does that because the right joystick is meant to rotate it that which is really annoying and I don't want to go back to Invoking Unity Events just to by pass this issue.

Here's the InputActions

Here's my Input manager code:

using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;

namespace player
{
    public class CustomInputManagerScript : MonoBehaviour
    {
        [SerializeField] private PlayerInputActions playerInputActions;
        [SerializeField] private InputActionReference m_move, m_aim, m_fire;

        [SerializeField] private PlayerController playersController;

        [Header("Debug Values")]
        [SerializeField] private bool debug;
        [SerializeField] private Vector2 moveInputRef, aimInputRef;


        // Start is called before the first frame update
        private void Awake()
        {
            playerInputActions = new PlayerInputActions();
        }

        private void OnEnable()
        {
            playerInputActions.Player.Fire.performed += playersController.doFire;
            playerInputActions.Player.Enable();
        }

        private void OnDisable()
        {
            playerInputActions.Player.Fire.Disable();
        }

        private void FixedUpdate()
        {
            CustomInputManagerValues.moveInput = m_move.action.ReadValue<Vector2>();
            CustomInputManagerValues.aimInput = m_aim.action.ReadValue<Vector2>();

            if (debug)
            {
                moveInputRef = CustomInputManagerValues.moveInput;
                aimInputRef = CustomInputManagerValues.aimInput;
            }

        }
    }

    public static class CustomInputManagerValues
    {
        public static Vector2 moveInput;
        public static Vector2 aimInput;
    }
}

Here's the PlayerController:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

namespace player
{
    public class PlayerController : MonoBehaviour
    {
        [SerializeField] private Rigidbody _rb;
        [SerializeField] private float speed, startingPos;
        [SerializeField] private Vector2 playerMoveInput;
        [SerializeField] private Vector2 playerAimInput;

        void Awake()
        {
            _rb = GetComponent<Rigidbody>();

            Cursor.visible = false;
            Cursor.lockState = CursorLockMode.Locked;
        }

        // Update is called once per frame
        void FixedUpdate()
        {
            playerMoveInput = CustomInputManagerValues.moveInput;
            playerAimInput = CustomInputManagerValues.aimInput;

            movementFunction();
            rotationFunction();
        }

        void movementFunction()
        {
            _rb.AddForce(
                (playerMoveInput.x + playerMoveInput.y) * speed * _rb.mass * Time.deltaTime,
                0,
                (playerMoveInput.y - playerMoveInput.x) * speed * _rb.mass * Time.deltaTime,
                ForceMode.Impulse);
        }

        void rotationFunction()
        {
            float pitch = (transform.position.x + playerAimInput.x) - transform.position.x;
            float roll = (transform.position.y + playerAimInput.y) - transform.position.y;

            // Wrap the pitch and roll values back to the range [-180, 180]
            // Makes sure that the values dont get too large when the object rotates
            pitch = Mathf.Repeat(pitch + 180, 360) - 180;
            roll = Mathf.Repeat(-roll + 180, 360) - 180;

            // Makes it so that these values are always in the opposite direction of the rotation
            roll *= -1;

            // Prevents some shitty error
            if (pitch != 0 || roll != 0)
            {
                Quaternion rot = Quaternion.LookRotation(new Vector3(-pitch, 0, -roll), Vector3.up);
                rot = Quaternion.Euler(0, startingPos, 0) * rot;
                transform.rotation = Quaternion.Lerp(transform.rotation, rot, 0.1f);
            }
        }

        public void doFire(InputAction.CallbackContext ctx)
        {
            Debug.Log("Fire!");
        }
    }
}

I've spent the last 2 days trying to read and debug to fix this with the documentation but whatever I do, nothing seems to work so this will be my last ditch effort before I just drop this Project for a bit and work on something else.

If you need any other information please ask because I really wanna fix this ASAP before I go into hospital
Cheers,
Chops

May I ask with which controller do you use to perform the Left joystick movement that doesn't work for you?