AI Move to seems to snap to Nav Mesh Polygon intersections

I’m making a game that’s kind of like Baldur’s gate meets rouge-lite. I’m using the “AI Move to” Node to move the currently selected character to the selected point on the world. I’m also using the “Find Path to Location Synchronously” Node to get the path points and display them from a spline.
The goal is to have these characters move in the most efficient route through the world.
It seems though there are some places in the world that get this forced snapped location. If I move the end location around a little I can get a more direct route. Showing the Nav Mesh Polygons it looks like the route is being forced to go over the intersection of the polygons.
I’ve tried a lot of stuff to fix this but nothing seems to work.
Does anyone have any ideas on what this could be or a solution?

This is another image of the weird pathing. It bends instead of being a direct path.