Shader interrupts
A shader unit can hang due to a software infinite loop, or issue a page fault and infinitely loop retrying the access. While soft recovery is occasionally possible, the only guaranteed way to recover from this is to reset the entire GPU. As in, use PCIe commands to turn it off and back on again, which resets all VRAM contents. Windows's DWM has made this process fairly seamless, but on Linux, this usually results in a minimum of the desktop manager restarting due to the compositor crashing out. The compositor crashing is the cause of the "Verifying integrity" screen that Steam Deck users occasionally see.
It is baffling that a flaw of this magnitude exists in an architecture this old. Any reasonable coprocessor should have some form of interrupt delivery system that will cause the active shader units to either completely stop without losing VRAM, or dump state and yield to allow something else to run.
24-bit depth
These are the D24 and D24S8 fixed-point formats, not the ATI floating-point one. I'm not aware of any other GPU which doesn't support these formats, and that includes all mobile architectures. Their continued omission here is usually inconsequential, but given the age of these formats, it should have been added to the hardware already.
AMD's OpenGL drivers do support 24-bit depth, because it is a mandatory format to support in OpenGL. However, it is not supported in Vulkan, which generally means the hardware does not support it and the OpenGL support is software emulated.