I've been dabbling with Addressables for a while, and overall everything works fine with AssetReferenceT - I can load Textures and just about anything else, but for some reason I cannot seem to get to load Sprite or Texture2D.
Given an AssetReferenceT<Sprite>, or AssetReferenceSprite, assigned to a Single Sprite that is addressable...
var icon = await reference.LoadAssetAsync<Sprite>();
And similar variations will just give me some form of:
Exception: Unable to load asset of type UnityEngine.Sprite from location Assets/triangle 1.png[09adbfd8aff3bbd43890e8aabd7f13ec].
I'm rather confused as this is such a simple thing to do - I already do it with all other asset types but I just can't make it work for Sprite and Texture2D. The closest I was able to achieve was using AssetReferenceT<Texture> and then creating the Sprite at runtime, but that doesn't seem ideal.
Addressables 2.1.0, Unity 6000.0.9f1 (but I've been running into this for a long time).
The reference is set without warnings:

