pvalium But i would like if this can be solved without touching z transform.
As I mentioned above, the perfect solution requires a custom vertex shader. This vertex shader should not uniformly offset your z position at all vertices as it looks from the screenshots, as you could also do the same by simply moving the Transform forward.
The proper solution in the vertex shader would offset only the vertex output coordinates (after transformation). To be precise, it should offset the output z position by a factor dependent on its local input y position. So the higher up the local (object-space) vertex position, the more it should move the output vertex z position forward.