That is strange! After some testing, I was able to reproduce the issue. It seems to only affect programmer instruments whose placeholder is an audio table rather than a specific asset, and only affects auditioning in FMOD Studio, not in-game behavior.
I’ve added the issue to our bug tracker, so it should be fixed in an upcoming version of FMOD Studio.
In the mean time, you should be able to work around the problem by setting individual assets as your programmer instrument placeholders. Don’t worry, you’ll still be able to play any asset you want from those programmer instruments in-game; the placeholder is purely for the purposes of auditioning the instrument in FMOD Studio.