Stateful custom input processors for Actions?

Back in 2020, one of Unity’s employees posted in these forums that they were working on allowing custom input processors to be stateful when bound to input action bindings (but not to controls). This was described as a top priority for the dev team.

However, I do not see any evidence that anything came of this. Is it possible to write stateful, custom input processors for input actions? And if not, is this still being considered for a future release?

For those looking for a work around, you can use a static class with a dictionary to access state.

public class CustomProcessor : InputProcessor<Vector2>
{
    static class CustomProcessorState
    {
        public static Dictionary<int, Vector2> state = new();
    }
    /// <summary>
    /// Key for this control's state. Each control with this processor must have a unique key.
    /// Yes, this is cursed.
    /// </summary>
    public int stateKey = 0;

    public override Vector2 Process(Vector2 value, InputControl control)
    {
        if (!CustomProcessorState.state.ContainsKey(stateKey))
        {
            //Initial State
            CustomProcessorState.state[stateKey] = new(0, 0);
        }
        Debug.Log($"Processed: Prev={CustomProcessorState.state[stateKey]} Cur={value}");
        CustomProcessorState.state[stateKey] = value;

        return value;
    }
}