Unity 2021.3.16, URP 12.1.8, Autosetup 1.4.3
The baking process ("Bake high quality materials down to compatible textures") exports out a single 'Hair' material asset from the '2 Pass Hair' high quality original. Both material slots on the 'baked' prefab use that one material, which uses the RL_HairShader_2nd_Pass_Baked_URP shader.
This results is hair that has incorrect transparency depth sorting.
The
RL_HairShader_1st_Pass_Baked_URP shader does exist in the package so it's possible to fix the issue by creating the missing material and assigning it appropriately:
Unity Virtual Reality Developer