Weird frame buffer bug on some ios device

On iPad Pro (model MLMN2CL/A) and also iPad Mini 3, we’ve notice what looks like a bug, that happens on these device only when on ios 10 (Does not happen in 11 or 9), when we build an application with Cocos Creator 1.6.1 or Cocos Creator 1.7.0

Step to reproduce:
Start an application made with Cocos Creator with safari on the mentioned iPad device.
Pause the application using the power button.
Wait approximatly 10 seconds
Return to the application

Notice the application is still updated, the game logic, the animations still updates, but the render is frozen.

Upon some investigations, we found that if you call gl.getError() we get : 1286 (INVALID_FRAMEBUFFER_OPERATION) : The currently bound framebuffer is not framebuffer complete when trying to render to or to read from it.
And after this, we checked the Framebuffer with : gl.checkFrameBufferStatus(gl.FRAMEBUFFER) we get : 36053 (FRAMEBUFFER_COMPLETE). This is confusing…

It’s very difficult to detect what is happening on this particuliar device, but we feel this is a device used by a lot of our users.

P.S. We also tried to use “preserveDrawingBuffer:true” while initiating the render context without success.

We tried the same repros with a “pure” WebGL application, and the bug does not occurs. We think this happens only when using an application made with Cocos Creator.

Thank you very much.