Bob's HE bullets (along with the poison, flame, and acid bullets) all define a 'range' value with them, which is the minimum range that the bullet will fire upon a target. The gun turret has a minimum range of 0, which means that loading it with those particular ammo types will enable the turret to destroy itself just by firing.
Per an old design request, Fill4Me will not load ammunition into a turret whose minimum firing range is smaller than the radius of damage of the ammunition. So, "working as intended."
I will see about adding a per-player override to this, so that you can decide if you want Fill4Me to help prevent you loading ammunition into turrets that will get them to destroy themselves.