Asset Manager - Asset Bundles being ignored by LoadPrimaryAsset?

I have been trying to wrap my head around AssetManager and the best way to use it to optimize my game for a data-driven structure. I have the following code:

In WeaponAsset:

	...
UPROPERTY(EditAnywhere, Category="Abilities", meta=(AssetBundles="Stats"))
	TSoftObjectPtr<UAbilitySet> AbilitySet;
	...

In UWeaponInventoryComponent::LoadWeapon

	...
	const FPrimaryAssetId AssetId(FPrimaryAssetType("Weapon"), AssetName);
	const TArray<FName> Bundles = TArray<FName>{"Stats"};
	const FStreamableDelegate Delegate = FStreamableDelegate::CreateUObject(
		this, &UWeaponInventoryComponent::OnWeaponToAddLoaded, AssetId);
	AssetManager->LoadPrimaryAsset(AssetId, Bundles, Delegate);
	...

In UWeaponInventoryComponent::OnWeaponToAddLoaded

	...
	const TObjectPtr<UWeaponAsset> WeaponData = AssetManager->GetPrimaryAssetObject<
		UWeaponAsset>(AssetId);
	if(!WeaponData->AbilitySet)
	{
		UE_LOG(LogTemp, Error, TEXT("UWeaponInventoryComponent::OnWeaponLoaded: WeaponData.AbilitySet is null"));
		return;
	}
	...

The code works, however in order to test that only the contents of the Data Asset labeled Stats are being loaded, I change the Bundles array to only contain an unused Asset Bundle tag, such as “TestBundle”. The issue I am encountering is that even after changing the Bundles array, I do not receive a nullptr and the code continues as normal. This leads me to believe that Bundles is being completely ignored and the entirety of the Asset’s contents are being loaded. Am I missing something about the Asset Manager and the functions that I am using regarding it?

Have you resolved this? I find assetbundles doen’t work in 5.3