Thanks again for your time
Yes they are my models, but I also tried creating basic shapes with godot and they also are floting if I set thier lowest point to be at Y=0. The offset seems to be 0.4 (with default cell heigth)
Seems like the distance from ground is always 2x the cell height, as it changes from 0.4 to 0.2 if I change the cell height to 0.1, but the path doesn
BUT I have found out why the units were stuck. It happens when I assign the collision mask of the ground object. I watched the tutorial again, as suggested and noticed that the units are on a different collision layer and are also not using the collision mask of the ground.
Now they move as intended, but im still not sure if I should lower the navmesh cell height to fix my floating objects issue or if there is some other solution.
EDIT: I found a work around, if I set
var move_vec = (path[path_ind] - global_transform.origin)
to
var move_vec = (path[path_ind] - global_transform.origin - Vector3(0, 0.4, 0))
then I can just remove the double of the cell size of 0.2 form my movement vector.