Possible to retrieve local avoidance velocity from NavMeshAgent without SetDestination

I am using a custom steering behaviour system in combination with Unity built-in NavMeshAgent and NavMeshSurface, com.unity.ai.navigation 2.0.0-pre.3. I am wondering if it would be possible to retrieve “safe velocity” at a given moment. I would then be able to blend said velocity with my steering behaviours.

This is a concept established in Godot for example:
https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_agent_avoidance.html

Currently, when assigning the velocity manually, we have to rule out local avoidance completely and this is a real problem:

public void Update()
{
Assert(CharacterObject.Kinematics != null, $“{CharacterObject.Name} missing its kinematics component.”, true);
_navMeshAgent.transform.position = _characterObject.Position;
_navMeshAgent.velocity = _characterObject.Kinematics.Motor.Velocity;
}