
Maps work by showing which turns to take, and importantly the distance between the turns, with guides on where the scouts should step. Think of it as a list of vectors and distances.
Paths may not be stable, but if you follow a guide (either a map or markings/spore trails) you should come out of the rock face roughly where you’d expect to.
Take a wrong turn, or walk around the wrong side of a cavern, and you lose the trail. Even with a map, there’s a chance of losing the trail, at which point you either have to backtrack, or start exploring randomly. This should be a result of the Scout’s tracking and or navigational skills.
Basically, this is so that players have a degree of agency in their cave diving. It’s their rolls that see them safe, not GM rolls. (GM rolls are for encounters in the caves, things that might also be traveling those infinite paths)
As a thought for clarifying things. The shifting caves are via earthquakes, cave ins, and tunnels that collapse into others.
This is much less likely to happen to caravan routes, mostly for narrative reasons.
Infinite ever shifting caves are incredibly useful to the story, being constantly lost is not. Not unless that is the story, and it should be the players who decide that.
If only through a botched roll.