XRI Default Input Actions asset - unusual Input System

One subject has been bothering me for quite some time now.

After a long time with the Input System, I was taught (also from official Unity videos) that Action Maps are there to get different contexts of situations. For example, the main X button on the controller works differently in the main menu, when the character is walking (e.g. you can jump) and when you are driving a car (e.g. accelerating).

So why does the default Input System asset from the XR Interaction Toolkit (samples) use Action Maps to split between devices in VR (headset, left/right controller) rather than for different contexts (menu navigation/gameplay/etc.)?

I do not understand what caused the XRIT developers to make such a decision. After all, in a VR environment, the X button on a controller can also mean something different at one point in the game and another. I know that there is also an Interactors->Interactables system (which I think could easily exist as a separate package unrelated to XR, because it’s so awesome) and this system is also heavily abstracted and based on providing Hover/Select/Focus/Activate events to objects. However, does this automatically necessarily result in an unusual breakdown of Action Maps in XRIT?