Drag & Drop with new input system

Hi, I’m trying to implement Drag & Drop with new Input System. The problem is that when I tap, the mouse coordinates in the log are always (0,0). I tried changing the ActionType to Button and PassThrough, but it didn’t help. How can I get the correct coordinates?
Input System 1.9.0, Unity 6000.0.16f1.

public class InputService : IInputService, IInitializable, IDisposable
    {
        private readonly ILogService _logService;
        private InputActions _inputActions;
        private Vector2 _clickPosition;
        private bool _isDragging;
        
        [Inject]
        public InputService(ILogService logService)
        {
            _logService = logService;
        }
        
        public void Initialize()
        {
            _inputActions = new InputActions();
            _inputActions.Enable();
            Subscribe();
        }

        public void Dispose()
        {
            Unsubscribe();
            _inputActions.Disable();
        }

        private void Subscribe()
        {
            _inputActions.Gameplay.Tap.performed += TapPerformed;
            _inputActions.Gameplay.Hold.performed += HoldPerformed;
            _inputActions.Gameplay.Hold.canceled += HoldCanceled;
            _inputActions.Gameplay.PointerPosition.performed += PointerPositionPerformed;
        }

        private void Unsubscribe()
        {
            _inputActions.Gameplay.Tap.performed -= TapPerformed;
            _inputActions.Gameplay.Hold.performed -= HoldPerformed;
            _inputActions.Gameplay.Hold.canceled -= HoldCanceled;
            _inputActions.Gameplay.PointerPosition.performed -= PointerPositionPerformed;
        }

        private void TapPerformed(InputAction.CallbackContext context)
        {
            Vector2 pos = context.ReadValue<Vector2>();
            _logService.Log($"tap {pos}");
        }
        
        private void HoldPerformed(InputAction.CallbackContext context)
        {
            Vector2 pos = context.ReadValue<Vector2>();
            _logService.Log($"hold {pos}");
            _isDragging = true;
        }
        
        private void HoldCanceled(InputAction.CallbackContext context)
        {
            _isDragging = false;
        }
        
        private void PointerPositionPerformed(InputAction.CallbackContext context)
        {
            if (!_isDragging)
                return;
            
            Vector2 pos = context.ReadValue<Vector2>();
            _logService.Log($"drag {pos}");
        }
    }