How to replace a simple Input.GetKey()?

I have a very simple input system using the old Unity input. For example I move a camera like this in update:

//Movement controls
            if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
            {
                newPosition += (adjustedForward * movementSpeed);
            }
            if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
            {
                newPosition += (adjustedForward * -movementSpeed);
            }
            if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
            {
                newPosition += (transform.right * movementSpeed);
            }
            if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
            {
                newPosition += (transform.right * -movementSpeed);
            }

From all tutorials and materials I find it seems the new input system is mainly used with events, which does not fit my scenario.

How can I use the new Input system to simply check if “W” is being held like I do above? I tried input.World.CameraLeft.IsPressed() and input.World.CameraLeft.WasPressedThisFrame() that is bound to “W” with Action type button, but it doesnt work.

EDIT: Turns out another binding higher in the list was overriding it. But is this how your intended to perform this type of logic with the new Input System? I just made this up since everyone else uses events. Is this OK or is it creating a ton of garbage or something else I should be aware of?

New code:

//Movement controls
            if (InputManager.Input.Gameplay.Up.IsPressed())
            {
                newPosition += (adjustedForward * movementSpeed);
            }
            if (InputManager.Input.Gameplay.Down.IsPressed())
            {
                newPosition += (adjustedForward * -movementSpeed);
            }
            if (InputManager.Input.Gameplay.Right.IsPressed())
            {
                newPosition += (transform.right * movementSpeed);
            }
            if (InputManager.Input.Gameplay.Left.IsPressed())
            {
                newPosition += (transform.right * -movementSpeed);
            }

Just for your information:

The equivalent of Input.GetKey is isPressed and not wasPressedThisFrame.

Input.GetKey: isPressed
Input.GetKeyDown: wasPressedThisFrame
Input.GetKeyUp: wasReleasedThisFrame

If you are using ActionMaps and set it up accordingly with a 2D-Action and bind Up/down/Right/Left to it, then your code will boil down to a simple

newPosition += 2dAction.ReadValue<Vector2>();

If you don’t like the ActionMaps visual approach by setting it up in the Editor, you can also wholly bind it via code