Loading primary asset multiple times with bundle cause not all calling delegates

I tried to find anything about this but no luck.
Here’s what I have:
Spawning a bunch of Actors and UObjects, one after another in a loop. All of those want to load the same FPrimaryAssetId but UObjects will load them with bundle and Actors want to load whole asset.
Here is this Primary Data Asset object:

UCLASS()
class MYGAME_API UGameDataAsset : public UPrimaryDataAsset {
	GENERATED_BODY()

public:
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Appearance", meta = (AssetBundles = "Mesh"))
	TSoftObjectPtr<UStaticMesh> Mesh;
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "UI", meta = (AssetBundles = "UI"))
	TSoftObjectPtr<UTexture2D> Icon;
	UGameDataAsset() : AssetType(TEXT("Things")) {}
	virtual FPrimaryAssetId GetPrimaryAssetId() const override { return FPrimaryAssetId(AssetType, GetFName()); }
};

And that’s how UObjects load this:

UAssetManager::Get().LoadPrimaryAsset(
			IngredientRow.Assets,
			{AssetBundleNameUI},
			FStreamableDelegate::CreateUObject(this, &USFIngredientData::OnAssetDataLoaded, IngredientRow.Assets)
);

Where IngredientRow.Assets is the FPrimaryAssetId and AssetBundleNameUI is the FName with “UI” in it in this case.
And that’s how Actors load this:

UAssetManager::Get().LoadPrimaryAsset(
			IngredientRow.Assets,
			{},
			FStreamableDelegate::CreateUObject(this, &ASFIngredient::OnAssetDataLoaded, IngredientRow.Assets)
);

Literally the same way, but without bundle.
The loading assets code is run on those Actors and UObjects a little while after they recieve BeginPlay, so they are fully initialized.

Edit after some checks:
First I tried to add “Mesh” and “UI” bundles to Actors loading assets code, but that change nothing. So, I added UE_LOG right before every .LoadPrimaryAsset() and in OnAssetDataLoaded() function and what I’ve discovered was complete suprise! When there was any bundle in any case specified, just a few callbacks was run! I mean, if there was for example 15 loads calls, only about 7 was completed by calling OnAssetDataLoaded, the rest was stuck in void. No errors in log, no code breaks, nothing. They stuck silently. But when there was no bundles specified at all, then all is working just fine without any issues. Why is that?

I hope I explained it well enough with my broken english :wink:
Oh, this is on UE 5.5.4. Is this a bug? Or I’m not doing something that I should do with asset bundles?