This is affecting me too, almost eight years after the first bug report.
If I have a PhidgetSpatial plugged into my computer via USB and create a PhidgetManager in my game and call Open() on the manager, and call Close() on the manager when the game exits ... the game crashes hard. Not calling the Open/Close pair but simply allocating the manager exits just fine.
There are no events added to the manager, and no other Phidget processing done in code at all. The crash only happens in a stand-alone game, it does not happen in the Unity Editor because that never "exits" when you start and stop a game from inside it. Starting/stopping the game within the editor and then exiting the Editor does happen cleanly though. I don't know what the difference is.
This seems like what other comments have suggested, that events are floating around and need to be handled before exiting. Can the PhidgetManager shutdown process clean up or ignore those events so that it doesn't crash?
Any input from the Phidget folks would be welcome.