NavMeshAgent isnt very eficcient about getting a proper steeringPosition from path.corners

Let me picture my problem so it can be understood correctly:

I have a simple enemy script that set the mavmeshAgent.destination to a point in the worldspace ( that would be at top right corner in the pictures)

I some strange ocassions, the navMashAgent pass through a waypoint (say, in a curve) and, instead of changing the steeringPosition to a more suitable one, it gets stuck with the previous one and starts to move backwards (!?).
That isnt a very smart decission for pathfinding to me… why isnt it updating the path to continue advancing towards the target destination?

In the images below, that little yellow square is the enemy, that magenta circle is the steeringPosition, and the red lines are the calculated path.
Normally, the magenta circle updates to the next path.corner as it advances, (even if the enemy does not reach the magenta position)… but sometimes it gets stuck with it and stops, drives backwards, pass through the magenta circle, and then continues its way.

Anybody having the same behaviour?
Thanks in advance.

you’ll have to manage your own steering behavior if you want it to work smarter.