This sounds like the expected behavior.
To explain the lifetime of objects with multiple contexts, I'm going to use the word pool to describe a set of textures. I do not think that there is a universal terminology for the concept, therefore it is as good as everything.
, , . , . , , . , , .
, , . , . , . , . ( ) , .
2 . , 1 2. 2. . , 1 ( ) . , . , 2 , , 2.
, , glDeleteTexture(). , 1 2.
, , , , , FBO, , , . , , (., , D.1.2 . 337 OpenGL 3.3).