I get that. So, if you don't know the way, that's one definition for lost. You can't be lost. How does this resolve without handwaving it away because it's icky?
This is a semantic rabbit hole that really isn't all that important.
To me, yeah, that's an over reach. "Not knowing the route to a location that I do not know exists" is not a real definition of "lost" or at least, it's a pretty thinly stretched one. So, the party is going to Area X to search for the Lost Temple. Ok, fair enough. They get to Area X without getting lost, but, yeah, they still have to search the area for the Lost Temple. Now, since the range can never get lost, it does make searching a LOT easier. Basically, you just grid your way through Area X and find the Lost Temple. I would argue that "never getting lost" means that if I can define a start and end point, so long as it is actually physically possible to go from A to B, then I go from A to B without getting lost.
So, I'm quartering that Area X into hundred yard lines, moving 1 mile (or whatever distance) North, moving over 100 yards, then moving 1 mile south.
Or, better yet, we send up someone's familiar, do an aerial scout and find the Lost Temple in 15 minutes, all without having to slog our way through the bloody jungle.

Oh, but right, that familiar will instantly be attacked, so, I guess we have to brute force this. I know, we'll use that Speak with Animals ritual. Oh right, all the animals will never be able to know what that giant stone temple in the middle of the jungle is. I can't ever get useful information for animals. And Speak with Plants? Naw, they don't know anything. So on and so forth. Nope, the ONLY thing we can ever do is mundanely move through the jungle so that we don't avoid any of our DM's precious adventure. That would be breaking the social contract.
