Extending IsPointerOverGameObject() to a small bounding box to avoid false negatives?

I’m trying to work with the interaction mechanism of pinch to create, but this runs into an issue where if a user pinches an UI to interact with it, they could false positive trigger pinch to create.

Using if (EventSystem.current.IsPointerOverGameObject()) return; only seems to work sometimes, due to how there is rather a “bounding box margin of error” on AVP, where the user meant to interact with UI, but instead the above evaluates as false negative (maybe the user was 1mm too far away from the UI)

Is it possible to extend IsPointerOverGameObject() to a small bounding box? In this case, it’s an UI InputField the user is trying to not false positive hit.