Thank you for the NaN explanation. It does make me curious as to why these cannot be intercepted by the audio engine (even in a "troubleshoot" mode) so that a NaN is replaced with its last known good value and fed back into the calculation. I realize that this "gatekeeper" function would add CPU overhead, so would most likely be best limited to a troubleshooting mode (but would also negate the need to load projects in safe mode as well). If a plugin repeats itself, I would much prefer that the audio engine keep going and have SONAR pop up a message saying "So-and-so plugin has been removed from [whatever] FX chain because it is passing bogus audio information." Many users try/test plugins that end up being problematic and troubleshoot accordingly, but the audio engine is the ultimate authority of good/bad.
Every time I open S1Pro I see the message "RMixSONAR_64 ignored, because it has crashed before." This is the only one listed like this; apparently it is the only one that passed a VST scan but will not operate (it is actually bound to SONAR but S1Pro sees it as available, when it should not). Adobe Audition has always been quick to blacklist plugins that pass bogus data to the audio engine.
Having an "audio engine troubleshooting" feature to hunt/kill bogus plugins would save some folks (literally) hours of troubleshooting time, alleviate the need to use "safe mode" when opening a project, and also supply a definitive answer from the right source (the audio engine itself) instead of trial and error or tribal knowledge from the end user(s). Such a feature has been hinted at before, and it is definitely one end users would find immense value in.