Probably, if I could figure out how Rayman decides which waypoints to use running from door to door. Or maybe someone's already figured that out.
UPDATE: Looking at Raymap, there should be a continuous path along which Rayman can run. Also, I don't see any waypoints, so I'm not actually sure how that works.
My guess is that there's a non-zero probability of Rayman crossing the sector boundary in the map before the camera's in a position to make the game decide to activate the correct sector. This must mean that there are some optimizations in there (either at map or engine level) that post-date the scrappage of that path.
EDIT: See the attached picture. The sector boundary is highlighted in light blue.
I'm guessing that if they did break it at map level, it happened on the Fairy Glade side, because the failure always occurs when he's running from that side. Also, there's still a clear path under the trees for the connection between the spiral doors on the Echoing Caves side (bottom of the picture) but on the other side you can't see any (the connection just comes out of a rock).
I wonder why they cut it. It doesn't take anything away from the game, and it does improve the convenience of navigation (as I mentioned). Maybe they felt the link should only activate when you find the connection inside the level, and couldn't find a good way to program that.