TLDR if your Resource window is showing incorrect data, try removing any glDebugMessageInsert calls.
In my Pixel 3 capture the Resources window was showing the data for the next draw call, instead of the selected one. For example if I had two draw calls in my program:
glDrawElements()
.. various gl calls ...
glUseProgram ( program = 112)
.. more gl calls ...
glDrawArrays(...)
... bunch of gl calls...
glUseProgram ( program = 115 )
.. more gl calls ...
If I select the first draw call (glDrawElements ) in the Data Explorer window, it shows the resources for the second draw call (glDrawArrays) in the Resources window.
Turns out I had a glDebugMessageInsert call earlier on, all the resource data before that was OK, but after that call it was off by one. After I removed the glDebugMessageInsert call the Resources window showed the correct data.