Oh heck, nice catch. I think I get what you mean... another scene is loading, and this calls the OnSceneLoaded() delegate event in Super Text Mesh, which then tells super text mesh to Rebuild, regardless of if it was actually in that new scene or not!
Could you revert your code to what it was before, and change the IEnumerator "WaitFrameThenRebuild" to this:
IEnumerator WaitFrameThenRebuild(){
yield return null;
Rebuild(currentReadTime, autoRead);
}
The mesh will still rebuild itself, but it should remember where it last left off with this method. Please tell me if this fixes your issue!