Here's the best I can do...
This rule tells us it's a woods hex/location. Road or no road, moving on the road or not moving on the road.
B13.1 Woods represent a forested area with dense undergrowth. A dark green background covered with black woods symbols such as 1C9 or 18J3 is considered a woods hex, as is 19X1 which also contains a road.
This tells us about roads and interdiction:
B3.3 The other terrain in a road hex determines any TEM of that hex. However, if a unit moves into a hex via the road rate it would be subject to Interdiction/FFMO (in the case of Infantry) instead of the TEM of the other terrain in the hex unless the LOS was traced through other non-Open Ground terrain between the firer and target points. The possible target points are increased when firing at an Infantry unit using the road movement rate in a combination/Non-Open Ground terrain hex (as per A4.132).
I read this that after this unit routs into the woods road, it might take interdiction. Player makes the roll. Once it is done moving/routing in that hex, the other terrain determines the TEM and it's done, in the woods.. Or, the player can say, 'no not done, keep headin on down the road to the next woods hex' per the rout rules allowing ongoing movement.
It seems good enough to me -- the unit routs to the woods then dives for the side of the road after it ends moving. It doesn't cost anything to do that MF-wise, just as
A4.132 example doesn't force the infantry using the road to pay extra to claim the building TEM
once it stops moving (or routing) :
Similarly, Infantry could use the road in 5I10 to enter the building in I9 at a cost of one MF but if it did, it would be subject to the FFMO DRM (and no building TEM) for fire from any adjacent hex (except I8, whose LOS cannot reach either the hex center dot or any point on the road depiction of the I9-I10 hexside without first encountering the building obstacle).