Issue with rendering when scene's depth texture is read

Godot Version

4.3

Question

When depth texture is accessed in a shader, there’s this weird effect where things appear to be rendered inside out from certain angles. It’s sort of hard to tell in my screenshot, but this github issue from 2019 also describes the same problem and has a clearer screenshot. In 2019 there didn’t seem to be a fix for this, but since it’s been almost 6 years since the post, have there been any new workarounds or fixes? For the record, this is still happening in 4.3.

Edit: Before this post even went up, I found this reddit thread. Their solution was to add depth_draw_always to their render mode, and that also worked for me.