So I came up with a tangential workaround.
I puzzled out that the aformentioned camera-relative sorting is relying on the game object’s pivot/origin to determine occlusion. In the online build above my tilemap’s origin is in it’s visual center, and the moment the player moves into the Y+ space, the tilemap’s pivot in camera-relative space is now in front of the player object’s pivot.
So I redrew the tilemap with the origin instead occupying the upper-left corner. Like so:
Now the player’s pivot never crosses the tilemap pivot’s X/Y coords and the sorting works.
For anyone reading this, make sure you’re mindful of the game object’s pivot position for proper 3D sorting, not the graphics.
For example, to make the player properly occlude/not-occlude with this house sprite:
I made sure to offset the sprites for the player and the house so that their pivots would be at their respective bottom centers, this ensures the player doesn’t float in front of the house when passing closely behind it.
It’s not perfect, there are some corner cases where the pivot position is still not indicative of occlusion, but the overall crisis has been averted. That said I hope future versions of Defold support more conventional visibility sorting.