ComputePenetration() wrong for convex mesh collider (despite it actually being convex)

Can anyone explain why this is happening? I have a capsule collider and a wedge-shaped mesh collider. When I mark the wedge as “convex”, ComputePenetration() calculates an excessive overlap (marked by the red sphere). But if I change it to false, then it’s fine. I know Unity simplifies overlap calculations for meshes marked as convex, but the mesh of the wedge model is mathematically convex, so I don’t understand why computing the penetration when it’s marked as convex would result in something inaccurate like this.

It sort of looks like Unity is calculating the overlap as if the right side of the wedge was extended up into the left side of the capsule. Not sure why it would do this though.

Is this intended behaviour?