Shader graph UV branch always evaluates to true

I am using the UV1 channel and have a branch on its output but the branch will evaluate to true even if the mesh does not have a UV1 channel set.

Isn’t it supposed to default to 0 instead of 1?

So for some reason if its undefined in the mesh it will default to 1? Why not 0?

I setup a comparison node as well to fix it.