I may have semi resolved it in my case but not sure if others will find this helpful. It seems like the viewport gets into a weird lighting model state that is inconsistent with defaults lighting model. Even adjusting it to use defaults didn’t kick it back, and this was the case in a default Basic level.
The fix was to split the viewport into left and right mode, and the you’ll see the lighting fixed on one of the split viewports (note that ever viewport can be split on their own into sub viewports). From there, maximize the correctly lit viewport and it should look like default settings again and it stopped crashing. It seems like when it’s in that weird lighting model, exposure was super blown out as if the shading was continually accumulating additive alphas. I’m not sure how to get it back to that original state again but it seems like that is causing some weird buffer accumulation/allocation that cause the error in the logs.