### Godot version

4.1 rc 1

### System information

Windows 11

### Issue description

When an agent with navigation avoidance enabled reaches a target, it will continue going past it in the same direction. In 4.0, it would change direction and move towards the target again. 

### Steps to reproduce

Set up a simple navigation scene with no additional code to stop once the agent reaches the target. You should see the agent continue past the target once it reaches it.

To use the MRP, just run the main scene.

### Minimal reproduction project

[Navigation Avoidance MRP.zip](https://github.com/godotengine/godot/files/11908180/Navigation.Avoidance.MRP.zip)

case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			if (agent_parent && target_position_submitted) {
				if (velocity_submitted) {
					velocity_submitted = false;
					if (avoidance_enabled) {
						NavigationServer3D::get_singleton()->agent_set_position(agent, agent_parent->get_global_transform().origin);
						if (!use_3d_avoidance) {
							stored_y_velocity = velocity.y;
							velocity.y = 0.0;
						}
						NavigationServer3D::get_singleton()->agent_set_velocity(agent, velocity);
					}
				}
				if (velocity_forced_submitted) {
					velocity_forced_submitted = false;
					if (avoidance_enabled) {
						NavigationServer3D::get_singleton()->agent_set_velocity_forced(agent, velocity_forced);
					}
				}
				_check_distance_to_target();
			}
#ifdef DEBUG_ENABLED
			if (debug_path_dirty) {
				_update_debug_path();
			}
#endif 
		} break;
	}
}
NavigationAgent3D::NavigationAgent3D() {