Why is SphereCast center not working?

When doing a Physics.SphereCast, no matter what value is put in the center, the cast always seems to cast from the world origin. Here’s an example:

We cast a total distance of 800 from the world origin, and the sphere radius is set to 50, so there should be no possible way that our collision point is at the world origin. But a quick check in the Debug Log confirms otherwise…

Is this a bug? Or am I not doing something right?

I guess there is something at 0,0,0 that colliders with this SphereCast. I tested sth similar and it worked fine for me.