Weird quirk with passing a Vector3.new(nan, nan, nan) value to LinearVelocity's velocity

Hello, I found this weird bug with passing a Vector3.new(nan, nan, nan) value to LinearVelocity’s VectorVelocity value, at least if you make the in a local script.
Here is some example code of the bug:

local part = Instance.new("Part")
part.Color = Color3.new(1, 0, 0)
part.Anchored = false
part.Parent = workspace
local attachment = Instance.new("Attachment")
attachment.Parent = part

local otherPart = Instance.new("Part")
otherPart.Color = Color3.new(0, 0, 1)
otherPart.Anchored = false
otherPart.Parent = workspace
local otherAttachment = Instance.new("Attachment")
otherAttachment.Parent = otherPart
local test = Instance.new("LinearVelocity")
test.Attachment0 = otherAttachment
test.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
test.VectorVelocity = Vector3.new(1, 0, 1) * 5
test.Parent = otherPart

local function test(name, inputState, inputObject)
	if inputObject.KeyCode == Enum.KeyCode.Z then
		print("Creating a Linear Velocity with the velocity of 1, 0, 1")

		local linearVelocity = Instance.new("LinearVelocity")
		linearVelocity.Attachment0 = attachment
		linearVelocity.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
		linearVelocity.VectorVelocity = Vector3.new(1, 0, 1) * 5
		linearVelocity.Parent = part
	elseif inputObject.KeyCode == Enum.KeyCode.C then
		print("Creating a Linear Velocity with the velocity of nan, nan, nan")

		--NOTE: the only way to get the Vector3.new(nan, nan, nan) is to do Vector3.new(0, 0, 0).Unit

		local linearVelocity = Instance.new("LinearVelocity")
		linearVelocity.Attachment0 = attachment
		linearVelocity.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
		linearVelocity.VectorVelocity = Vector3.new(0, 0, 0).Unit
		linearVelocity.Parent = part
	end
end

game:GetService("ContextActionService"):BindAction("test", test, false, Enum.KeyCode.Z, Enum.KeyCode.C)
print("press Z for a normal velocity, press C for the Nan velocity")
print("***The blue part is to demontrait that the one nan Linear Velocity breaks everything")

so far I have found 3 things that it does, one being that it breaks all linear velocities no matter where they are, two it un-renders all parts that have linear velocities, and three being that it makes the game re-render everything if you use a custom camera control script.
Video of it happening:

Pretty weird stuff.