Get more control of erosion

The erosion feature is great in 90% of cases. But then sometimes you need things like walls placed next to water. And since water needs to be a tag, the erosion from the wall overwrites the water tag. Making it walkable.

Is there some way I can decide whether to apply erosion or not when registering the collider at runtime?

I also always have issues with erosion not being properly cleared when clearing a collider at runtime, only like 90% of the erosion is cleared. Is this a known issue?

Clear collider code:

Bounds bounds = obstacleSurfaces[0].bounds;
                obstacleSurfaces[0].isTrigger = true;

                if (obstacleSurfaces.Length > 1)
                {
                    for (int i = 1; i < obstacleSurfaces.Length; i++)
                    {
                        obstacleSurfaces[i].isTrigger = true;
                        bounds.Encapsulate(obstacleSurfaces[i].bounds);
                    }
                }

                NavigationManager.Instance.UpdateGridGraph(bounds);
public void UpdateGridGraph(Bounds bounds)
    {
        var guo = new GraphUpdateObject(bounds);

        guo.updatePhysics = true;
        AstarPath.active.UpdateGraphs(guo);
    }