Dictionary suddenly loses its items

I have a dictionary containing several items, which are never removed through code.
However, at random times, dictionary loses all its items.

I am very puzzled what could be causing this.

Edit: based on feedback from comments.

  1. Action is not Monobehaviour. Does that make a difference?

  2. When items are lost, all items are lost, i.e. dictionary is empty, but not null.

  3. The issue occurs randomly, that is, not every game run, not at exact same time, not after a specific
    action.

  4. Actions should not destroy themselves by their code. They are just classes that do math and move gameobjects.

  5. Before the issue, actions perform as intended, i.e. are called by BehaviouSystem by key and do respective calculations and actions.

  6. The NoneAction is just an inmplementation of the interface, with all functions being empty, that means logic should not be removing anything from the dictionary for sure.

Dictionary [ActionDictionary] is not referenced anywhere else, except for this class:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum Action
{
    Eat,
    None,
}

public class BehaviourSystem : MonoBehaviour
{
    private float reactionPeriod;
    private float timeWithoutReaction;
    private Action CurrentStrategy = Action.None;

    private Dictionary<Action, IAction> ActionDictionary = new Dictionary<Action, IAction>();

    void Awake()
    {
        InitStats();
        InitActions();
    }

    #region Initialization
    void InitStats()
    {
        reactionPeriod = 1.0F;
        timeWithoutReaction = 0.0F;
    }

    void InitActions()
    {
        ActionDictionary.Add(Action.None, new NoneAction());

        List<List<ObjectTag>> edibleTagCombinations = new List<List<ObjectTag>>()
        {
            new List<ObjectTag>(){ ObjectTag.Edible, ObjectTag.Small, ObjectTag.Plant }
        };
        ActionDictionary.Add(Action.Eat, new EatAction(gameObject.transform, edibleTagCombinations));
    }
    #endregion

    void Update()
    {
        timeWithoutReaction += Time.deltaTime;
        if(timeWithoutReaction > reactionPeriod)
        {
            timeWithoutReaction -= reactionPeriod;
            CurrentStrategy = GetBestAction();
            ActionDictionary[CurrentStrategy].MakeDecision();
        }
    }

    private void FixedUpdate()
    {
        ActionDictionary[CurrentStrategy].PerformAction();
    }

    private Action GetBestAction()
    {
        Action bestAction = Action.None;
        float bestActionScore = float.MinValue;
        foreach (var potentialAction in ActionDictionary)
        {
            float actionScore = potentialAction.Value.GetActionPriorityScore();
            if (actionScore > bestActionScore)
            {
                bestActionScore = actionScore;
                bestAction = potentialAction.Key;
            }
        }

        return bestAction;
    }
}

After testing around, it appears that the dictionary becomes empty, if during runtime I make changes to any source file and save it.

Is this an expected behaviour?

EDIT: Comment confirms that it is indeed an issue, which can cause a dictionary to go empty.