I was wondering if you could elaborate on your comment regarding "skipping your OVRInput-based code when the active controller is the touchpad" - Should I add the code snippet you pasted to a certain script? Does this fix the issue?
Starting with Utilities 1.9, OVRInput has built-in support for the Gear VR touchpad in addition to the previous API (Input.mousePosition and Input.GetMouseButton*(..)). If you are upgrading from an older version of the Utilities, you will probably want to disable any code in your Gear VR app that uses the old Input mouse APIs and use OVRInput instead. Here are the docs on that: https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-ovrinput
If you are using OVRInputModule, you can just update to the latest version in the Sample Framework: https://developer.oculus.com/downloads/package/oculus-sample-framework-for-unity-5-project