I've googled and found their forum.
Some posts have some clues, in particular this one:
http://www.turtlerockstudios.com/for...opic.php?t=260
("Mike" also explains how sniping/hiding points are found)
In other posts they mention bots ramming in tables and stuff because it's a big navarea and the bots are not aware there are obstacle in them, and you have to manually split the areas.
In another post I've seen mentionned that the nav generation find areas "outside" the playing zone of the map, so this mean they don't compute real reachability.
They also mention problems with slopes, stairs and fences.
So it seems that they really use navmeshes generated from world geometry, but have restricted the merged areas shapes to some properties like being rectangular and of enough size so a player can stand there. It is also possible to manually create and edit areas.
Also as the maps shown in the GDC videos are all standard cs maps it is possible what they show are heavily manually edited navareas that doesn't look like default generated ones.
If someone here have CZ and the tried the bots or found more infos from "Mike", that would be more reliable that our crazy speculations.