State with 'Has Exit Time" bug - loops forever if timeScale > 1 and ExitTime > 1

I have this simple transition using ‘Has Exit Time’, where if timeScale is higher than 1, it stays looping on the state, never doing the transition.
If timeScale is = 1, then everything works perfectly fine.

In the example below I want to go from OpenDefault → IdleDefault but it stays stuck in OpenDefault, looping forever. (selected transition details are on the right):

Is this a bug? Am I doing something wrong?

So a friend just made me realize that Exit Time is higher than 1! I changed it to fit the accepted values (0 to 1) and its no longer causing the problem. I’m assuming this is a bug with Unity?
Why would I ever want to have a value higher than 1? And why is it allowed?

This is allowed because you may want to allow a transition to occur only after 3 full loop, in this case you would put an Exit time = 3.0

Now why it doesn’t work if timeScale > 1 I don’t know.

Can you log a bug with a small project that expose this issue?

Best regards