Hey, thank you for reporting this.
Basically this bug is caused by the combination of Depth Priming and MSAA in URP. This is a problematic configuration for many reasons, and in a lot of cases it is not performant either.
In a future release, we're going to disable the configuration so that Depth Priming will be unavailable when MSAA is being used. As workaround for now, you should disable Depth Priming on the Renderer when using MSAA.