It all depends on pathing. ZC Enemy AI isn't that advanced. Remember that the screen layout is pretty much defining a 3D object, in a 2D space. That#s a tree, not a bush, and its intended scale is a depiction of a forest patch.

In ZC, even if the Octorock was attracted to the bait, it'd hit the solid combo, and change direction.

It would be possible to write more advanced pathing as an npc script, but believe me, writing realistic pathing routines is absolute hell.

You can try tinkering with both the enemy step speed, and the hunger value. One issue with high step, is that the read-ahead for a solidity check is at a greater distance.