Unity 2020.3.x, unity navmesh.
It's not a invalid destination, it gets 'stuck' on other AI, or in crannies and just remains there grinding away with no progress to the destination. I can edit the navmesh to prevent some of the crannies problem, but other AI or players that are standing around mostly can 'trap' them.
I'll try to get a video of it happening next time I am working on my project. Something like avoiding other non static scene entities or detecting that it is supposed to be moving but isn't and having routines to get out of that situation. Similar to my Roomba and stairs and obstacle detection.
I'm thinking of switching to A* for other reasons - I'm guessing your wander task is pretty much the same code for that navmesh system?