In the beta version, this should now be addressed and mostly fixed.
What was happening before was pathfinding was taking a really long time across the largely walled areas, so the bot couldn't move there. However, the CR logic tries to keep moving there, since there was a monster in combat range.
Now, when the CR tries to move to something that it can't, the internal bot code will temporarily blacklist the object so the CR can't keep trying to use it. This allows the bot to progress as it should. The new exploration logic also should work better in Fellshrine compared to what was there before, but Fellshrine will always be a dodgy place due to the level design; it's just not that bot friendly when using generic code. We have to tweak a lot of areas as a result.