Gamepad in new input system works weird
 Hi, I implement new input system using events and everything was cool, until I tried use my Xbox Series controller, camera rotation with stick has much less frequency. 
 Here I generate C# class in Input Action asset, and inherited interface from it. In OnLook method I just rise event to tell MouseLook class new input data and current input device: 
  public static event Action<Vector2, InputDevice> Look;
  public void OnLook(InputAction.CallbackContext context)
  {
      Look.Invoke(context.ReadValue<Vector2>(), context.control.device);
  }
 And in MouseLook I just subscribe to OnLook event and handle event: 
 InputManager.Look += MouseMove;
 private void MouseMove(Vector2 mouseDelta, inputDevice InputDevice)
 When I move mouse, camera rotate perfectly, but gamepad has a serius lag. I wrote event counter and get that results: mouse move rise OnLook event 700-800 times per second, stick - only 20 times. 
 BUT, when I read input in Update, like before, gamepad works well. So question: I made mistake in code or input can't be handled by events?
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