This performance drop has more to do with your properly very large navigation mesh with a lot of polygons and edges.
You may not notice this performance problem in a normal path query when the position is close and reachable because in that case the pathfinding will move from the start position in the direction of the target position and exit as soon as it finds a path.
Now, when the target position is unreachable this becomes difficult. In order to know that a position is unreachable the pathfinding still needs to attempt to find a path. It tries until it runs out of polygons / edges to search before it gives up. Depending on your navigation mesh layout it may spend a lot of time searching through a large amount of available polygons and edges in your navigation mesh which causes the performance drop.