Totally no information about this error on the internet, so I'm sharing the solution:
The same (one) back buffer resource is used in consecutive frames. Most probable cause of this is using only the first descriptor from render target descriptor heap in all frames, so every frame doing this
D3D12_CPU_DESCRIPTOR_HANDLE handle( rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart() );
commandList->OMSetRenderTargets( 1, &handle, false, nullptr );
instead of this
D3D12_CPU_DESCRIPTOR_HANDLE handle( rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart() );
handle.ptr += backBufferId * rtvDescriptorSize;
commandList->OMSetRenderTargets( 1, &handle, false, nullptr );