I guess what happens here is 
waitForRendering(obj) is not enough to wait for the warning to be output.

I guessed that would have been enough, since the labels' text is set in
initialization phase, and not as a late assignment.

The Image is loaded async by default (afaik), so maybe what happens is
the text is first rendered without the image and then the image finishes
its loading process (with a failure, as the file does not exist) and
outputs the warning. But at that point the test could already be
finished, as the first render was enough to let it through
"waitForRendering".

Because of that, I guess what happens is the warning is output after
destroy() is called (that just schedules the destruction of the item, it
does not do it immediately), i.e. when the test is already finished. As
a consequence, the test fails.

I have just pushed an MR as a tentative fix, as I could not reproduce
the issue locally, not even playing with cpulimit :(

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https://bugs.launchpad.net/bugs/1571426

Title:
  tst_slotslayout is flaky

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