I've been messing with a wireframe shader I found, and for some reason certain faces always render in front of every other face. Using depth_prepass_alpha as one of the render modes moderately improves the problem by forcing near faces to render over far faces, but still allows far faces to sometimes ignore near face transparency. I have had other problems with this shader too, like some faces rendering with solid wireframe colors, though I don't think the shader itself is causing this particular issue and instead it's the transparent renderer failing to render correctly.
Shader, model, and weird little thumbnail are attached. The model has some imperfections because of a workaround to make the shader render correctly, and is probably unrelated to this issue.