PlayerInputManager.DisableJoining() doesn't trigger PlayerInput.StartListeningForDeviceChange()

I am using the latest InputSystem package (1.4.2)

I guess this is an oversight (or I am using it completely wrong), but this portion of the code from the PlayerInput is only called OnEnable(), which leads to problems (new device not detected by the current (and only) user) if PlayerInputManager.DisableJoining() is called with only one player active:

        private void OnEnable()
        {
            ...
            // In single player, set up for automatic device switching.
            if (isSinglePlayer)
            {
                if (m_Actions != null && m_Actions.controlSchemes.Count == 0)
                {
                    // No control schemes. We pick up whatever is compatible with the bindings
                    // we have.
                    StartListeningForDeviceChanges();
                }
                else if (!neverAutoSwitchControlSchemes)
                {
                    // We have control schemes so we only listen for unpaired device *input*, i.e.
                    // actual use of an unpaired device (as opposed to it merely getting plugged in).
                    StartListeningForUnpairedDeviceActivity();
                }
            }

Looks like it was a configuration problem on my end, everything is working as expected.