Question about performance when reading analog values with events in the Input System

Hi! I read a post recently about performance when reading analog values, like mouse position.
dmytro_at_unity said:

For mouse position, gamepad stick positions and alike, in most cases you only care about 1 data point per frame, hence as of right now I would recommend to use polling API for that, like Mouse.current.position. We currently indeed have performance issues with high amount of events if you listen to them via callbacks, as we call the callback every event.

Is this still true? Currently I have an action called Move and it assigns the Gamepad’s Left Stick binding. I assigned a function to this action in PlayerInput with UnityEvents. Will I have performance problems doing this? Because unlike a keyboard input, the joystick triggers the event with each small movement, and, in my case, it changes the value even without moving the stick because it is defective.
Thanks!