This may not technically be a bug, but more like undesirable behavior that I thought was weird. When playing a new animation and setting the timeScale to play for a specified time, the previous animation will be mixed with the timeScale resulting in the previous animation to look slowed down or sped up.
Example: I have a character with several attack animations - the duration of these animations can be changed during gameplay, so I need to set the exact duration of the attack by setting the time scale. Now if my character is running and I perform an attack, the run animation will be slowed down/sped up which looks very strange.
FYI - I can fix this behavior by commenting out the time scale when applying the mix time like so:
to.mixTime += delta;// * to.timeScale;