EventTrigger steals OnDrop but not OnDrag

I have written my own component, which implements IBeginDragHandler, IDragHandler and IDropHandler. I want to add an EventTrigger component that comes with UnityEngine.UI, but when I add it I stop getting calls to OnDrop on my component. OnBeginDrag and OnDrag are called as usual.

My component code:

    public class MyComponent : MonoBehaviour, IBeginDragHandler, IDragHandler, IDropHandler
    {
        public void OnBeginDrag(PointerEventData eventData)
        {
            Debug.Log("OnBeginDrag!");
        }

        public void OnDrag(PointerEventData eventData)
        {
            Debug.Log("OnDrag!");
        }

        public void OnDrop(PointerEventData eventData)
        {
            Debug.Log("OnDrop!");
        }
    }

When I start my scene with a Game object with this component attached, the expected log output is:

OnBeginDrag!
OnDrag!
...
OnDrag!
OnDrop!

This is the case as long as I only have default components and my component. But if I add an Event → Event Trigger component (without even specifying anything in it) to the same GameObject and run again, the output is:

OnBeginDrag!
OnDrag!
...
OnDrag!

The OnDrop is never called. The order of the components doesn’t affect anything.

Is there a way to stop EventTrigger from using up the OnDrop call?

You should have receiver with IOnDropHandler at drop point.
If you dont, OnEndDrag is called instead of OnDrop