I do not recall bugs like this in normal AI.
I read the code of the normal AI in regards to that. It should theoretically be possible to happen but under some very specific circumstances.
When findFirePoint sets the action to BA_WALK it also uses the trick of setting action.number -= 1, which is requirement to cause the endless-loop in the first-place.
So theroethically if _attackAction.target is set to something that is reachable according to path-finding but actually isn't because the unit needs to first stand up, then this should cause that same issue.
Ah, nevermind. It uses _reachableWithAttack, not _reachable. Because of that it will reserve enough TU anyways. It just won't be able to attack afterwards, which isn't nearly as problematic as being caught in an endless-loop.