HELP: The last InputActions with composite bindings added to InputActionMap Always return positive value.

I use a string Array for the InputAction Name.

 string[] gameplayNames = new string[]
    {
        "Fire",
        "Utility",
        "Special",
        "Drone",
        "Vertical",
        "Torque",
        "HELLO"
    };

Another jagged Array for the bindings

string[][] p1KeyboardGameplayBindings = new string[][]
{
    new string[]{"<Keyboard>/T"},
    new string[]{"<Keyboard>/Y"},
    new string[]{"<Keyboard>/U"},
    new string[]{"<Keyboard>/G"},
    new string[]{"<Keyboard>/W","<Keyboard>/S"},
    new string[]{"<Keyboard>/A","<Keyboard>/D"},
    new string[]{"<Keyboard>/K","<Keyboard>/L"},
};

then I use this method to add InputActions to the map.

 void SetPlayerActionMap(InputActionMap map, string[] names, string[][] bindings)
    {
        int i= 0;
        InputAction tempAction;
        while (i<names.Length)
        {
            if (bindings*.Length == 1)*

{
map.AddAction(names_, binding: bindings*[0]);_
_print(map.FindAction(names));
}
else
{_

_tempAction = map.AddAction(names);
tempAction.AddCompositeBinding(“Axis(minValue=-1,maxValue=1)”)
``.With(“Positive”, bindings[0])
.With(“Negative”, bindings[1]);
}
i++;
}
map.Enable();
}*

In the player script I subscribed this method to All InputActionsWith Composite bindings._

verticalAction = playerMap.FindAction(“Vertical”);
horizontalAction = playerMap.FindAction(“Torque”);
pepega = playerMap.FindAction(“HELLO”);

verticalAction.started += context => OnVertical(context);
verticalAction.canceled += context => OnVertical(context);
horizontalAction.started += context => OnVertical(context);
horizontalAction.canceled += context => OnVertical(context);
pepega.started += context => OnVertical(context);
pepega.canceled += context => OnVertical(context);
public void OnVertical(InputAction.CallbackContext context)
{
print(Mathf.RoundToInt(context.ReadValue()));
}
the Last InputAction with compostite bindings that was added to the map always returns positive value regardles of button press.

Well as it seems It’s a possible bug for the InputSystem 1.3. after changing to 1.4.2 the issue is resolved.
what a waste of time.