Having an issue with Input.ResetInputAxes

I have a function that disables the movement of the player for the duration of an animation.

        IEnumerator AnimationRooting(float seconds)     //Locks player in a root state after attacking
        {
            pStats.canMove = false;
            rigidbd.velocity = new Vector2(0, 0);       //Sets the player in a root state
            yield return new WaitForSeconds(seconds);
            Input.ResetInputAxes();                     //Disables the player from instantly accelerating to a 100%
            pStats.canMove = true;
        }

If I comment Input.ResetInputAxes the players stops temporarily before he accelerates at the same speed as before. (Assuming the person has held down the Input keys the whole time)

When I have that line of code the acceleration is smooth, however, I found a bug.

Assuming I’ve held down both down and right arrow - the player moves diagonally until I press the attack button and the function is called. The player is still for x seconds and then accelerates in only one axis. The other one is completely locked until I let go of the button and press it down again.

Here is a representation of what I mean:

If you can’t open it comment on my question and I will try to link it to you.

Here is my movement code in case you want to test it yourself:

    private void FixedUpdate()
    {
        if (pStats.canMove == true)
        {
            Vector2 movePos = Vector2.right * Input.GetAxis("Horizontal") + Vector2.up * Input.GetAxis("Vertical");
            rigidbd.velocity = movePos * Time.deltaTime * 50 * moveSpeed;
        }
    }

hello, thats a bug and should be submitted to unity directly. it is an extrange bug. when submmitting the bug tell them that the input that is not getting update after the reset is the first one of the 2 you push (for example if you press the horizontal axis first will not update after the reset) and if you push both buttons and then you play the game both work fine.