I don't think there is anything to be done here. Memory management in modern browser engines is complex and measurements may not give an accurate picture of what is happening. There are a lot of subtleties to making these kinds of measurements.
I am pretty sure our memory management code works and that textures really are released by our engine when switching layouts. We have dealt with bugs in other engines like Ejecta where the engine itself failed to release textures and caused out of memory errors, then we fixed it and the out of memory errors went away. (None of this involved changes to Construct 2 - only Ejecta.) When the memory management feature was first introduced, it also enabled large games that previously would not start up to run smoothly throughout.
Some of the complexities involved in these measurements are issues like:
- the "working set" is not exactly the same as "amount of memory allocated by the program". MSDN defines the working set as "the set of pages in the virtual address space of the process that are currently resident in physical memory". This is subject to the OS virtual memory management and it will probably be making decisions based on caching for performance with respect to the total amount of memory in the system and its current usage.
- modern browser engines make heavy use of caching to improve performance. While our engine may explicitly release a resource, the browser may keep it around if it sees no harm in doing so, so subsequent requests can be faster. If the system really gets close to using all its resources (which your test does not appear to come close to), the browser may start freeing its caches to prioritise memory use over performance.
- modern javascript engines have two or more levels of garbage collection. Typically there is a small, fast and regular generational collection aimed at releasing short-lived objects, and then there is a separate large, infrequent, slow full-heap sweep aimed at releasing long-lived objects. There may be multiple stages in-between and they may be separate sweeps aimed at different sized allocations. This means identifying a drop in memory use does not mean the browser has released all unused resources - it may have only done a partial sweep.
Minimising Chrome probably causes a full sweep since it thinks it may not be looked at for a while, and it's a good opportunity since doing it while scrolling or playing a game can cause a momentary pause (jank). Your data appears to support this, where the blue line also represents some kind of cache that isn't being freed, perhaps because Chrome or the OS has identified there are still plenty of free resources on the system so doing so would only reduce performance.
While it's interesting to investigate such issues, it is difficult to draw firm conclusions from data like this. I think we have to limit memory use bug reports to cases where the system can be shown to fail due to exhausting available resources, which suggests a memory leak. (I haven't investigated the savegame bug report yet, but the javascript error suggests it's more likely there's a real issue there.)
Also note it's good to check the latest betas if possible - we may have fixed or altered the issue in recent releases, either deliberately or accidentally.