This thread helped a lot, but if anyone is still a bit confused the following worked for myself:
FEnhancedInputActionEventBinding& EventBinding = EnhancedInputComponent->BindAction(IA, ETriggerEvent::Triggered, this, &ThisClass::Function);
EnhancedInputComponent->RemoveBindingByHandle(EventBinding.GetHandle());
I just store the Handle myself and then remove the binding when the object is destroyed:
//store in your class to use wherever
uint32 BindingHandle = EventBinding.GetHandle();