As your random range is a multiplication of your X and Z position values it is entirely possible for this to return from 0 to 0 (where X/Z = 0) and effectively do nothing.
Also as it stands, the further away from world origin your localVillageManager node is, the larger your random range will encompass (by design?)
I suspect what you were aiming for would be to replace those '*'s with '+'s which would effectively give you a random point in a square of size 2 around the localVillageManager node.
If however you are after random point in a circle of a given radius around the localVillageManager node that is a bit different (Disk Point Picking) and would look something like:
func random_pt_in_circle(radius = 1.0):
var r = sqrt(rand_range(0.0, 1.0)) * radius
var t = rand_range(0.0, 1.0) * TAU
return Vector2(r * cos(t), r * sin(t))
isWondering = true
localVillageManager = get_parent_spatial()
var random_pt = random_pt_in_circle(2.0)
wonderVector3 = Vector3(localVillageManager.global_transform.origin.x + random_pt.x, 0.0,localVillageManager.global_transform.origin.z + random_pt.y)