Processor not affecting modifier

Hello, I am trying to make an input that goes like this. A button with one modifier composite. The button is A and the modifier is RT. I would like to detect when RT is NOT PRESSED. The reason for this is I would like to only get the A callback when RT is NOT pressed. I have coded a custom processor but it doesn’t seem to work on the modifier. If I attach it to the button it works fine (as in I can attach it to A and RT will give a callback only when A is NOT pressed). Why is this?

using System;
using System.Collections;
using UnityEngine;
using UnityEditor;
using UnityEngine.InputSystem;

#if UNITY_EDITOR
[InitializeOnLoad]
#endif
public class ValueFlipProcessor : InputProcessor<float>
{
    #if UNITY_EDITOR
    static ValueFlipProcessor()
    {
        Initialize();
    }
    #endif

    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
    static void Initialize()
    {
        InputSystem.RegisterProcessor<ValueFlipProcessor>();
    }

    public override float Process(float value, InputControl control)
    {
        if (value == 1)
        {
            value = 0;
        }
        else
        {
            value = 1;
        }

        return value;
    }
}

At first glance, would expect this to work. If this happens with 1.1-pre.6 would recommend filing a ticket with the Unity bug reporter.

As a workaround, should be possible to solve it by customizing the composite instead. I.e. deriving from OneModifierComposite and overriding its ReadValue method to read

        public override unsafe void ReadValue(ref InputBindingCompositeContext context, void* buffer, int bufferSize)
        {
            if (!context.ReadValueAsButton(modifier))
                context.ReadValue(binding, buffer, bufferSize);
            else
                UnsafeUtility.MemClear(buffer, m_ValueSizeInBytes);
        }