The two "False" logs are expected. PerformInteractiveRebinding() suppresses input from the key you press during a rebind - on purpose, so it doesn't register as a real press in your game. Since that press is swallowed, IsPressed() correctly reports False.
Add .WithMatchingEventsBeingSuppressed(false) to the rebind chain and both logs read True - so it's just the suppression doing its job.