Deferred rendering with multiple cameras does not work?

I’m trying to use multiple cameras to render to the same target (the back buffer), using the deferred rendering path. Cameras that render after the first one have their Clear Flags set to “Don’t clear” so they can draw on top of the results of the first camera. But it turns out that cameras that render after the first one actually end up using the forward rendering path (verified with the Visual Studio graphics debugger), despite explicitly being set to the Deferred rendering path.
Is there any way to work around this, or is it just not possible?

Second somewhat related question: If I want to use deferred rendering when not rendering to the back buffer, is that possible? If I assign a target texture to a camera and tell it to use the deferred rendering path, it still ends up using the forward rendering path (again, verified with the graphics debugger). I can sort of understand why - deferred rendering requires multiple very specific render textures, and I’m just supplying one. So I guess I’m asking: is there a way to tell Unity to “use the necessary rendertextures for deferred path, then put the result in this render texture”?

Unity 2018.3.6.f1

Hmm, it looks like this is related to my use of CalculateObliqueMatrix for my cameras projection matrices. If you use that, Unity won’t use deferred rendering.