ObjectField Memory Leak

Did anyone run into a memory leak like this and found how to fix it? Tested under Unity 5.1.1f1 (Windows 10)

Add this to an editor script, place a sprite in the sprite field and see Unity memory usage increase with each frame.

My actual problem is a bit more complicated than this and does not even use the scene view to render the UI but a very custom UI rendered in the OnGUI() of an EditorWindow. This was just the easiest way to demonstrate this problem with ObjectField.

[InitializeOnLoad]
public class GlobalStaticTest
{
	private static Sprite test;

	static GlobalStaticTest()
	{
		SceneView.onSceneGUIDelegate += OnSceneGUI;
	}

	private static void OnSceneGUI(SceneView sceneView)
	{
		Handles.BeginGUI();
		GUILayout.BeginArea(new Rect(0, 0, 200, 200));
		{
			test = (Sprite)EditorGUILayout.ObjectField("test", test, typeof(Sprite), false);
		}
		GUILayout.EndArea();
		Handles.EndGUI();
	}

}

Doing it in the normal/ basic way like this causes no problems.

public class TestWindow : EditorWindow
{
	private static Sprite test;

	[MenuItem("Window/Test")]
	public static void Show_TestWindow()
	{
		EditorWindow.GetWindow<TestWindow>("Test");
	}

	protected void OnGUI()
	{
		test = (Sprite)EditorGUILayout.ObjectField("test", test, typeof(Sprite), false);
	}
}

@Leslie Young
QA Team told me that a fix for this is coming in 5.3, it is now marked as fixed on the issuetracker too.