I came across an issue with key binds where they take priority over other GUIs if you were to make a key bind open a GUI window when for example you press the letter M, it will open regardless if you have another GUI open, this closes the GUI you are in. It is problematic for GUIs that use text fields such as Command Blocks or Structure Blocks that may end up using that key for the GUI.
I have attached an example workspace of the issue described above for easy access to the bug.
Also, in addition, I was wondering if there is a way to test if an entity (player) has a specific amount of one kind of item in their inventory. I think I asked for this as a feature request a while ago but I am not sure if it's been implemented yet.