This is a solution to avoid redrawing the depth buffer for each Zoom
with `Auto Depth`.
The solution is to move the `ED_view3d_depth_override` function out of
`ED_view3d_autodist`.
`ED_view3d_depth_override` is now only called for navigation operations
if it does not meet the following condition:
```
bool has_depth_buffer = !(v3d->flag2 & V3D_HIDE_OVERLAYS) ||
ELEM(v3d->shading.type, OB_SOLID, OB_MATERIAL) ||
XRAY_FLAG_ENABLED(v3d) ||
v3d->shading.type == OB_RENDER &&
(strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
RE_engine_id_BLENDER_EEVEE) == 0 ||
strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
RE_engine_id_BLENDER_WORKBENCH) == 0);
```