LWJGL 3 ups & fps counter goes crazy

When the window is moved or resized the fps counter and ups counter goes crazy.

	public static void run() {
		long lastTime = System.nanoTime();
		long now;
		long timer = System.currentTimeMillis();
		double delta = 0;
		int frames = 0;
		int updates = 0;
		while (running) {
			if (Window.shouldClose() == true) {
				stop();
			}
			now = System.nanoTime();
			delta += (now - lastTime) / Final.NS;
			lastTime = now;
			while (delta >= 1) {
				update();
				updates++;
				delta--;
			}
			render();
			frames++;
			if (System.currentTimeMillis() - timer > 1000) {
				timer += 1000;
				System.out.println(updates + " ups, " + frames + " fps");
				updates = 0;
				frames = 0;
			}
		}
		dispose();
	}

This is the game loop it is suppose to run the update method 60 times a second, and the render method has no limit per second.
The counters work fine until you move or resize the window.

package engine;

import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWCursorPosCallback;
import org.lwjgl.glfw.GLFWFramebufferSizeCallback;
import org.lwjgl.glfw.GLFWKeyCallback;
import org.lwjgl.glfw.GLFWMouseButtonCallback;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.glfw.GLFWWindowSizeCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import org.lwjgl.system.MemoryUtil;

import engine.input.Cursor;
import engine.input.Keyboard;
import engine.input.Mouse;
import engine.util.Final;

public class Window {

	private static String title = Final.TITLE;
	private static long id;
	private static int width = Final.WINDOW_WIDTH;
	private static int height = Final.WINDOW_HEIGHT;
	private static boolean fullscreen = Final.WINDOW_FULLSCREEN;
	private static boolean vsync = Final.WINDOW_VSYNC;
	private static boolean visible = Final.WINDOW_VISIBILITY;
	private static boolean resizable = Final.WINDOW_RESIZABLE;

	private static final GLFWFramebufferSizeCallback FRAMEBUFFER_SIZE_CALLBACK = new GLFWFramebufferSizeCallback(){
		@Override
		public void invoke(long window, int width, int height) {
			GL11.glViewport(0, 0, width, height);
		}
	};
	private static final GLFWWindowSizeCallback WINDOW_SIZE_CALLBACK = new GLFWWindowSizeCallback(){
		@Override
		public void invoke(long window, int width, int height) {
			Window.width = width;
			Window.height = height;
		}
	};
	private static final GLFWKeyCallback KEY_CALLBACK = new Keyboard();;
	private static final GLFWMouseButtonCallback MOUSE_BUTTON_CALLBACK = new Mouse();
	private static final GLFWCursorPosCallback CURSOR_POS_CALLBACK = new Cursor();

	public Window() {
		if (GLFW.glfwInit() != GLFW.GLFW_TRUE) {
			throw new IllegalStateException("Unable to initialize GLFW");
		}
		GLFW.glfwDefaultWindowHints();
		GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MAJOR, 3);
		GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MINOR, 2);
		GLFW.glfwWindowHint(GLFW.GLFW_OPENGL_PROFILE, GLFW.GLFW_OPENGL_CORE_PROFILE);
		GLFW.glfwWindowHint(GLFW.GLFW_OPENGL_FORWARD_COMPAT, GLFW.GLFW_TRUE);
		GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, visible ? GLFW.GLFW_TRUE : GLFW.GLFW_FALSE);
		GLFW.glfwWindowHint(GLFW.GLFW_RESIZABLE, resizable ? GLFW.GLFW_TRUE : GLFW.GLFW_FALSE);
		id = GLFW.glfwCreateWindow(width, height, title, fullscreen ? GLFW.glfwGetPrimaryMonitor() : MemoryUtil.NULL, MemoryUtil.NULL);
		if (id == MemoryUtil.NULL) {
			GLFW.glfwTerminate();
			throw new RuntimeException("Failed to create the GLFW window");
		}
		GLFWVidMode vidmode = GLFW.glfwGetVideoMode(GLFW.glfwGetPrimaryMonitor());
		GLFW.glfwSetWindowPos(id, (vidmode.width() - width) / 2, (vidmode.height() - height) / 2);
		GLFW.glfwSwapInterval(vsync ? 1 : 0);
		GLFW.glfwMakeContextCurrent(id);
		FRAMEBUFFER_SIZE_CALLBACK.set(id);
		WINDOW_SIZE_CALLBACK.set(id);
		KEY_CALLBACK.set(id);
		MOUSE_BUTTON_CALLBACK.set(id);
		CURSOR_POS_CALLBACK.set(id);
		GL.createCapabilities();
	}

	public static void update() {
		GLFW.glfwSwapBuffers(id);
		GLFW.glfwPollEvents();
	}

	public static void dispose() {
		GLFW.glfwDestroyWindow(id);
		FRAMEBUFFER_SIZE_CALLBACK.release();
		WINDOW_SIZE_CALLBACK.release();
		KEY_CALLBACK.release();
		MOUSE_BUTTON_CALLBACK.release();
		CURSOR_POS_CALLBACK.release();
		GLFW.glfwTerminate();
	}

	public static void setWidth(int width) {
		Window.width = width;
	}

	public static int getWidth() {
		return width;
	}

	public static void setHeight(int height) {
		Window.height = height;
	}

	public static int getHeight() {
		return height;
	}

	public static void setTitle(String title) {
		Window.title = title;
	}

	public static void setVsync(boolean vsync) {
		Window.vsync = vsync;
		GLFW.glfwSwapInterval(vsync ? 1 : 0);
	}

	public static void setVisiblity(boolean visible) {
		Window.visible = visible;
		if(visible){
			GLFW.glfwShowWindow(id);
		}else{
			GLFW.glfwHideWindow(id);
		}
	}

	public static long getID() {
		return id;
	}

	public static boolean shouldClose() {
		return GLFW.glfwWindowShouldClose(id) == GLFW.GLFW_TRUE;
	}
}

This is the window class I am using. The only thing I can think of is that LWJGL’s callbacks are messing it up. But I do not know why they would.