Because of how world partition works with a quadtree, a cross section of landscape tiles will always be loaded.
You can see it here on the default open world map.
This is a known issue. Under the hood, actors are placed in a hierarchical 2D grid, similar to a quadtree. We need to find a cell where actors will fit in, so any actor on the axis lines will need to be in the top level grid cell to fit, making them always loaded. We are working on this at the moment. If you setup HLODs for your map, this should be impossible to notice.