5.5f3 possible Destroy bug

I have another issue with 5.5 that I was able to isolate, so here is the script:

using UnityEngine;
using System.Collections;

public class ExplosionAnimation : MonoBehaviour
{
    public float Duration;
    public AudioClip ExplosionSound;
    public float Volume=1f;


    void Start()
    {
        StartCoroutine(PhaseDestroy());
    }

    IEnumerator PhaseDestroy()
    {
        if (ExplosionSound != null)
            AudioSource.PlayClipAtPoint(ExplosionSound, transform.position, Volume);
        yield return new WaitForSeconds(Duration * 0.5f);
        if (transform.parent)
        {
            SpriteRenderer rend = transform.parent.GetComponent<SpriteRenderer>();
            if (rend != null)
                rend.enabled = false;
            yield return new WaitForSeconds(Duration * 0.6f);
            Destroy(transform.parent.gameObject);
        }
        else
            Destroy(gameObject);
    }
}

This is very easy, also to note, I made a new project so everything is empty, there is no sound and no parent so all it does is basically the wait and destroy.
Still I get consistent unity editor crash, just by running this, I tried with the particle alone without the script and apparently there is no crash.
So my guess is that destroying a ongoing particle system is the reason or something similar.
Again to note the particle it is attached to is fresh new, there is no custom shader, not even a sprite, nothing, it still crash the whole editor.

Oh I guess it is some extention of this known bug(only I am on pc)

  • Particles: MacOS: Destroy() with particle system object in IEnumerator Start() causes crash. (855467)