No... it is just that normal usage in all other Daydream apps trains you to think of the "end" of the pointer line as something like a mouse-pointer, not the intersection in 3D space. So when you approach the navigation point from most directions with the perceived end of the line/pointer (which unknown to the user & contrary to typical daydream apps is just the intersection with 360° photo-sphere), you can't hit the navigation point easily. Rather you have to randomly move the courser around until the line suddenly intersects with the navigation point (which happens to be a point where shortly before the "end" of the cursor line was a significant amount to the top-left in screen space to the navigation point).
This isn't perceived as much of the problem with larger interface elements such as the large image preview, or the start-button with is surrounded by the large signboard around it that also already intersects the line around the button and thus there isn't a sudden jump in z-distance when moving the pointer-line onto the start button.
I guess the way around that would be to add a small white point at the tip of the pointerline, maybe with this: https://www.npmjs.com/package/aframe-crawling-cursor
and then have a invisible sphere around the player that limits the maximum length of the pointer line to something like 3-5 meters (to avoid to strong jumps in z-distance of that pointer). The point of clicking is then determined not by the 3D space intersection of the pointerline, but by the overlap of that little crawling point with the interface element. Of course on close by 3D elements this is effectively the intersection of the pointerline, but on objects further away, and especially with a 360° backdrop that doesn't actually have a true z-distance (just looks a bit like it due to human common expectation) the click point is were the little dot is in "screen" space.