Navigation finds path when it shouldn't

Hi there,
I found few topics about navigation not finding path, but I have the opposite issue.

Here is a picture of the scene :

There is only 1 nav mesh, 1 platform and 1 landscape and the character finds a path to the platform (goal location is on the platform). He runs under the platform then is teleported to the goal (he doesn’t jump).

That affects the “move to” node I’m using in a task, but that also give me a length when I need to use “find path to location synchronously” (should give me -1 if no path found).

Move to (dummy is spawned as goal on the platform) :

Find path :

I’ve tried different kind of platform and it seems teleportation happens when path is blocked :
If the goal is on a big cube instead of a floating platform, character teleports when reaching the cube.
If I start from an other platform with a big gap, characters teleport when reaching the ledge of start platform (I expected him to fall from his platform, go under the goal then teleport but no).
After setting “project goal on navigation” (on the move to node) to “no” then reverting back to default, the character doesn’t teleport anymore, but he still find path and stop at obstacle instead of teleport. Very confusing

It seems to be a navigation issue, but after checking project settings, nav mesh in the scene, character movement component and AI controller I run out of ideas.