### 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)

ERR_FAIL_COND_V_MSG(p_mask_number < 1, false, "Avoidance mask number must be between 1 and 32 inclusive.");
	ERR_FAIL_COND_V_MSG(p_mask_number > 32, false, "Avoidance mask number must be between 1 and 32 inclusive.");
	return get_avoidance_mask() & (1 << (p_mask_number - 1));
}
void NavigationAgent2D::set_avoidance_priority(real_t p_priority) {
	ERR_FAIL_COND_MSG(p_priority < 0.0, "Avoidance priority must be between 0.0 and 1.0 inclusive.");
	ERR_FAIL_COND_MSG(p_priority > 1.0, "Avoidance priority must be between 0.0 and 1.0 inclusive.");
	avoidance_priority = p_priority;
	NavigationServer2D::get_singleton()->agent_set_avoidance_priority(get_rid(), p_priority);
}
real_t NavigationAgent2D::get_avoidance_priority() const {
	return avoidance_priority;
}
void NavigationAgent2D::set_debug_enabled(bool p_enabled) {
#ifdef DEBUG_ENABLED
	if (debug_enabled == p_enabled) {
		return;
	}
	debug_enabled = p_enabled;
	debug_path_dirty = true;
#endif 
}
bool NavigationAgent2D::get_debug_enabled() const {