Errors using StopCoroutine with nested coroutines

I am having trouble stopping nested coroutines using StopCoroutine. I included minimal code for a component (CoroutineTest) that reproduces the issue at the bottom of the question.

If I Play a scene in Unity with a CoroutineTest component attached and active to a game object, and then Stop the game a second later, I get the following errors while the game is trying to quit:

coroutine->m_WaitingFor->m_ContinueWhenFinished == coroutine
coroutine->m_RefCount > 0
coroutine->m_CoroutineEnumeratorGCHandle != 0

All with the same callstack:

CoroutineTest:OnDisable() (at Assets/CoroutineTest.cs:15)

The errors are a little vague but it looks like they some kind of garbage collection failure with my coroutines. I’m not sure what I’m doing wrong.

I noticed two things:

  1. I get no errors if I use StopAllCoroutines instead of StopCoroutine(outerRoutine)
  2. I get no errors if I no longer nest a call to StartCoroutine(InnerRoutine())

I would like to keep some coroutines running when the component is disabled, while stopping others, so StopAllCoroutines is not suitable for me. Is there a way I can use StopCoroutine without causing errors when the game stops?

Here is the code for the component:

using System.Collections;
using UnityEngine;

public class CoroutineTest : MonoBehaviour
    private Coroutine outerRoutine;

    public void OnEnable()
        outerRoutine = StartCoroutine(OuterRoutine());

    public void OnDisable()

    private IEnumerator OuterRoutine()
        yield return StartCoroutine(InnerRoutine());

    private IEnumerator InnerRoutine()
        yield return new WaitForSeconds(4f);

See this question and my answer