Yes they are easy to predic for path animt it happens when the curvature moves trough the direction of the pole. This is relatively easy to automatically fix (because its EASY to know where the flips will ooccour, its just a curve intersection with a offset version of itself). Tough it don't help if you use path flow.
Technically the node could be rewritten (its not hard, its not a terribly complex node) for it to work as users expect. But for philosophivcal point of view its better that the nodes deal with vanilla mathematics than hide specific magic solutions beneath them. Its easier to debug, besides thats kindof the point fo why you choose the up vector.
The mathematical idea is just simple cross product between up and along for the remaining 3 vector and then 3rd and along for the new closest possible up. Then they are normalized for a rotation matrix. This matrix is then turned to eulers. But ONLY eulers have the capacity to contain more than one way around rotation values.*
If it wasn't simple then debugging other things would become impossibly hard. And we would have a 3ds max sort of experience. It wouldn't make sense to call things things they are not, just throws people off. All of theese can be countered but the idea is t keep the poles constrained in way that you never move to those bounds.
But like i said the only way to avoid filiiping i to do the intrpolation yourself. Using either quats, mtarices or or axis angles. thsts the only way. After all 0 IS the same rotation as 360, the nodes deal in calculating output not interpolating them.
*to offset this not all rotations are possible to interpolate in all circumstances easily in euler space. Reality does not have such things as rotation 2 times around, it just has a psotion and angular speed velocity etc. But its allways jsut that position.