My Gravity won't work unless I'm moving

Sorry if this is already a thread but I’m making a third Person game, and the title says it all, I won’t fall unless I’m moving, if I don’t add any inputs while airborne, then I simply don’t move, however when I do input a direct (i.e. forward) then Gravity starts affecting my character.
Here’s my code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ThirdPersonMovement : MonoBehaviour
{
    public CharacterController controller;
    public Transform cam;
 
    public float speed = 6f;
    public float gravity = -9.81f;
    public float turnSmoothTime = 0.1f;
    float turnSmoothVelocity;

    public Transform GroundCheck;
    public float GroundDistance = 0.4f;
    public LayerMask GroundMask;
 
  
    Vector3 velocity;
    bool isGrounded;

    // Update is called once per frame
    void Update()
    {
        isGrounded = Physics.CheckSphere(GroundCheck.position, GroundDistance, GroundMask);

        if(isGrounded && velocity.y < 0)
        {
            velocity.y = -2f;
        }

        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

        if (direction.magnitude >= 0.1f)
        {
            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
            float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);

            transform.rotation = Quaternion.Euler(0f, angle, 0f);

            Vector3 moveDirection = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            controller.Move(moveDirection.normalized * speed * Time.deltaTime);

         
            velocity.y += gravity * Time.deltaTime;
            controller.Move(velocity * Time.deltaTime);
        }


    }
}

This:

if (direction.magnitude >= 0.1f)

Unless you get input none of the code inside the if statement executes, therefore controller.Move() isn‘t called.