Hi
This is by design. The NavmeshClamp component is only intended to clamp the agent on the XZ axes.
Typically, the navmesh is not accurate enough on the Y axis to use for ground collision. You’re usually better off using Physics.Raycast or something similar.
If you really want to, you can use:
var nn = NearestNodeConstraint.Walkable;
nn.distanceMetric = DistanceMetric.ClosestAsSeenFromAboveSoft();
var nearest = AstarPath.active.GetNearest(transform.position, nn);
if (nearest.node != null) {
transform.position = nearest.position;
}