BlueprintImplementableEvent creates two buttons if CallInEditor is sepcified

UFUNCTION(BlueprintImplementableEvent, CallInEditor, Category = “Some Category”)
void SomeFunction();

Adding the above declaration in header file results in two buttons in the details panel if the event is used in blueprint. One of the buttons does nothing, while other triggers the blueprint event. Is this normal? How can I get rid of the button that does nothing?

First button is for parent class function, and second one from this class.

But I believe that first one disappears if parent class is Abstract.