Nvidia OpenGL GLSL compiler crash on this shader, when index of array "expected by compiler" to be out or range

From my Godot bugreport

Minimal fragment shader code:

#version 300 es
precision highp int;
precision highp float;

// minimal shader for bug https://github.com/godotengine/godot/issues/43055

uniform float time; // >0

in vec2 fc[4];
layout(location=0) out lowp vec4 frag_color;
void main ()
{
  float tval=0.;
  // tval=min(time,0.); // fix - uncomment this also fix, this tval is 0 always
  
  vec2 m_uv1[4];
  m_uv1[0]=fc[0]+tval;
  m_uv1[1]=fc[1]+tval;
  m_uv1[2]=fc[2]+tval;
  m_uv1[3]=fc[3]+tval;
  
  float d=0.0;
  frag_color = vec4(0.);
  
  for (int i = 0; i < 8; i++) {
    int tx=int(min(time,0.)); // fix - moving this out of loop fix crash
    if ((tx==0)&&(i<4)) {
      d = m_uv1[uint(i)].x;
      return;
    } else {
      d = m_uv1[uint(i - 4)].x; // crash
      // d = m_uv1[uint(max((i - 4),0))].x; // fix
    }
  }
  frag_color = vec4(vec3(d),1.);
}

Compile this shader in Nvidia OpenGL GLSL compiler result crash compiler.