You're seeing one of two things if not both:
1. Pathfinding's anti-wall hugging logic messing up in really small tight locations due to implementation issues under those scenarios.
2. Actual client issues with movement / pathfinding.
There are some issues in Docks that are similar around certain thin stairs types. The client's pathfinding / hit testing for terrain movement isn't correct, and you end up in a weird loop if you continue to move in the same fashion. Issues like these are really hard to work around, because if you try moving any further from the player on a consistent basis, you end up getting stuck a a lot more due to the client's pathfinding problems.
I think some adjustments can be made to terrain data to try and help get it further away from walls, but at best, I think stuck detection logic will be the way to go to try and handle this. I'll try to tweak some things and retest, but this is an issue with this game that will always be there.