Yes (kind of) I used to get this quite often prior to 4.5.6 especially with high load granular patches - i never used the waveform mousing though just trying to read longer than buffer length with play~ did it for me. The problem was hard to reproduce, and would crash max sometimes but not every time. I ended up using lots of clip~ objects to constrain any play values that were likely to go out of range.
I don't recall having that problem recently though - did something get fixed? Or did i just become more thorough when working out the maths?!?