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Idle > you attack > damage is calculated > enemy health is decreased > reset to idle.
In that example you return to the first layer of the stack which would mean that you have sucessfully prevented the error. Now lets say you have another system (Using your example).
Idle > you try to run but are unscessful > you are attacked > damage is calculated > your health is decreased > you try to run but are unsucessful > [Repeat as neccessary]
Here you se that you never truely return to the base level. Even if you were to not return to step 1 at idle you should still return to whatever is right before your action. Because of these kinds of loops that could go on indefinitly until they are broken (And usually cleaned up at that point) you get an increasingly larger stack size until you get the error. I don't recall just how deep the stack can go, but it is pretty small (like 32 or something).
Try to adjust your system to always run off a single process and only call the the other parts when needed while also waiting for those parts to complete and return to the first main part before continuing on.