When you set the near-plane to 0, I think it's a bit dangerous to tell people that's a valid solution. If the value was literally 0, the entire rending process would fail. Unity actually clamped it to 0.01 for you, and in practice, you want that value as big as you can get away with to preserve depth buffer precision.
While I get that you don't want to loose focus on tangent technical nuances, I think you kind of brushed it off too fast and risk giving people the wrong impression on how to deal with that parameter in general (not just for VR).