Windows 10 GTX 1060
During production we noticed that the clamping value was applied to all render passes when rendering with Cycles. When working with technical passes, Zdepth, Normal, WorldPosition passes it is undesirable to apply clamping, especially when working with compositing software like Nuke.
That is why the user should be able to exclude clamping to certain render layers or move the clamping parameters to the renderlayers.
P.S. it's hard to see the issue in the .blend file but it creates distorted coordinates in Nuke and possibly in Blender compositing