Problem happens when removing a rigid body reference in a constraint, and then jumping to the start frame right away. This will cause a full rebuild of the rigid body world. However, the btRigidBodys are removed before the constraints, and this leaves dangling pointers in the btTypedConstraints, which causes corruption when deleting those constraints later. Fix for now is to explicitly delete constraints in advance when rebuilding, while they still have valid btRigidBody pointers. Ultimately the whole memory management and ownership of Bullet data needs redesign. This is already happening in the particles_refactor branch and could be ported to master separately: https://developer.blender.org/diffusion/B/browse/particles_refactor/source/blender/blenkernel/intern/rigidbody.c