But then you extend out into the world, where you may clip?
Maybe you push them back out some smaller amount than their previous location, and rely on high near-camera Z precision to avoid Z fighting? As long as you don’t get close enough to the wall/bush/whatever then that works, but, especially foliage, has no good “guaranteed non clipping” distance. (In fact, pushing the camera into a bush will also render a bunch of clip.)
Years back, we got another “solution” in the form of “near Z saturation” (so, near pixel fragments would saturate to near plane, rather than get clipped) but that ended up with the painter’s problem, and then anything that happened to get really close to the camera exploded across the entire screen because of the projective singularity.
I prefer to do better camera/pawn management. Your mileage may vary.