Elliott well, first the debugger adds quite an overhead (go into other debugger tabs to see if they cap up to you refresh rate) so the difference may not be huge.
also, a poly check is not a fixed calcul like a simple collision check, two poly checks may take a very different time to accomplish, since you did a road full of collisions testing polygons, you have one polycheck per tick (as the player is overllaping the road) that is easier to compute than the polycheck of the complex polygon.
however, it may be that in both cases, you computer is just fast enough to run correctly both cases.