This is still technically A* if you squint. The straight line is like using a eulicdean heuristic. The "optimal point" is just an abstracted way of navigating around obstacles.
The main thing you lose is that your path is no longer guaranteed to be optimal or guaranteed to be found if a solution exists. This was a problem I encountered, but I was trying to pathfind in a dynamic environment.
If your environment is static, you're better off just doing a pre-processing step where you divide your world into chunks of terrain. Maybe by using a flood fill algorithm and breaking off chunks when they reach the size of 100 tiles. Then you can maintain a graph that tells you if you can traverse from one chunk to another.
Your pathfinding over large distances would consist of an A* search on the graph of pre-computed chunks, and another A* search from your current chunk->next chunk.