The problem is in accessing the memory with already imported parts of the data, not the source file. The only way I could do this without risking a crash would be something like that:
Lock asset for insertion
Insert a small batch of points
Unlock
Lock for rendering
Render
Unlock
Lock for insertion
(…)
However, the amount of locking would cripple the performance considerably.
I will definitely look into this in the future, as I liked the overall idea (when it worked, it looked very cool! )