Input not detected after exiting and starting play mode again

Hi, I’ve run into an issue with Input System - after reentering play mode input is not detected.
I use ScriptableObject to hold Input System - it is based on Unity Open Project 1 solution:

My SO code (Click is just LeftButton click):

using System;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.InputSystem;

namespace GameManager
{
    [CreateAssetMenu(fileName = "InputReader", menuName = "Game/Input Reader")]
    public class InputReader : ScriptableObject, InputManager.IPlayerActions
    {

        public event UnityAction<IClickable> ClickEvent = delegate {};

        public InputManager _inputManager;

        private void OnEnable()
        {
            if (_inputManager == null)
            {
                _inputManager = new InputManager();
                _inputManager.Player.SetCallbacks(this);
            }

            _inputManager.Player.Enable();
        }

        public void OnClick(InputAction.CallbackContext context)
        {
            Debug.Log("Input System: OnClick");
            if (context.phase == InputActionPhase.Performed)
            {
                var position = Mouse.current.position;
                var ray = Camera.main.ScreenPointToRay(position.ReadValue());
                RaycastHit hit;
                Physics.Raycast(ray, out hit);
                var clickable = hit.collider.GetComponent<IClickable>();
                ClickEvent.Invoke(clickable);
            }
        }

Any ideas what am I missing? Or is it expected behaviour?

Unity Version: 2020.3.16.f1

Solved this by making OnEnable method in SO public and calling the method on OnEnable in Monobehaviour. Probably rewiriting this to static class would make it easier.