Actually scratch that, I can replicate it too in the example scene! Looks like it is a slight delay in a state transition that is being caught by the auto-validator. From what i can see, the state always corrects itself quickly enough (which is why you are not getting FLOODED by errors) and so is not a critical error. And so, my recommended temp-fix is to go into InteractionBehaviourValidation.cs and comment out the assert on line 26!
Also remember, as a side note, to disable Auto-Validation once you are finished debugging, since it can slow down the game significantly.