When a cell has multiple navmeshes a bound gets calculated and saved out. This is so that even if the cell/navmesh isn't loaded you can determine which navmesh an NPC would be on given their position so that you know what spaces they can traverse.
If you don't mean for there to be multiple navmeshes in the cell, you should be able to find the offender in the object window (probably with an "Island" tag indicating it has no connectivity to other meshes that would allow traversal.) If it's just a speck of navmesh the calculation could be failing to build a valid bound.
If you do mean for there to be multiple navmeshes in the cell, make sure there are no odd geometric features to the mesh - like a vertex that shoots out into the void.
That said the worst case for that warning is that the NPC either gets stuck because they think they can't get anywhere from where they are or they manage to get to somewhere they shouldn't. Both occur because the wrong navmesh is selected when they begin pathfinding.
Hope that helps.