For some reason actor always includes NavMesh tile-joints in their path

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This happens on some tile joints, not all of them, and even when it happens - only with specific direction or angle.
Any time this happens - area is completely flat and accessible, no obstacles, no extra heights or polygons, every tile has the same cost:


I think I tried changing every possible option in the ‘NavMesh project settings’ including tile size and cells, I tried setting it Static and Dynamic, I also tried changing every option in “Move to Location or Actor” (and the actor settings aswell), I tried changing AI controller, I tried deleting NavMesh and rebuilding level, I tried to simplify blueprint as much as possible to locate the problem:

I tried to check path points through “find path synch”, it’s clear that it generates an extra middle point just at the tile joints:

What am I missing?