I tried that but other then that I haven't changed anything. It wasn't working in my project so I tried the demo scene and I notice that didn't work either. You are running the A* integration demo, correct?
I let the scene play a bit longer and did notice wander getting stuck. It looks like reachedDestination is never returning true so that's why it stops. With the navmesh version I sample the position ahead of time to ensure it's valid and I think that would fix this case as well.
Looking at the IAStarAI interface it doesn't look like there is a generic way to do this. I'll get in contact with Aron to see if he can add it.