As far as I'm aware browsers, and Construct, don't have any particular memory limits that would affect even a large game. For example you can use as much texture memory on the GPU as you can - there's no limit there. No matter what software or technology you use, it's up to you to design your game efficiently and not use too much memory.
I think the main issue here is that C3 seems to have a hard time handling memory with large amounts of image data. Even if that amount is way below the memory limits, when C3 is generating spritesheets, it seems like memory usage skyrockets the more images there are, and very often it leads to memory overloads.
I've seen the issue happen on both Biogun and Astral Ascent, and usually the exact memory management efficiency vary depending on the browser being used. At the time I remember Edge was more efficient with memory, but now that it's Chromium based it might not make a difference anymore.
It's way easier to get the crash when using larger spritesheet sizes and with multiple layout tabs open or multiple browser tabs/programs open on the computer.
Currently, to minimise the crashes happening, you need to use only one or two layouts, and load the minimum amount of icons and sprites because any new icon spritesheet or sprite spritesheet being generated can cause the crash.
I don't know if that can be fixed, but I think C3's spritesheet generation algorithm could maybe be made more memory efficient when too many images need to be handled, even if that means going slower.
Also, an alternative could be to save the editor spritesheets in the project files within a special editor folder like uistate files so the sheets don't have to be generated again every time the project is opened. That folder could be gitignored to prevent merge issues.