Thanks for your swift reply and the provided scene. It has to be investigated more deeply by our main developers. Let me mention, that the 'Max Item' value in the Viewport does not accurately count the exact number of items and discard them because that is not suitable and efficient for a multithreading approach. Instead, it makes an estimation of the possible number of items that will be generated and adjusts the density values to get an approximate result. In this case, it appears that the combination of parameters in your scene (it's a really large area) leads to an inaccurate estimation of the needed Density value. You may consider enabling the object only at the render time.
Best regards,