Before I start, I'd like to note that I'm displaying this in Blender 3.0.0, however the same thing seems to happen in more recent versions.
When creating a native mesh such as a plane or a circle, going into orthographic mode at the default focal-length of 50mm, zooming ALL the way in, and viewing it from the Front and Right views (default 1 and 3 numpad keys) shows it as a flat surface, like so, which is normal. These are screenshots of an otherwise-untouched plane of size 1 at the default scene origin, zoomed in as far as the camera goes, in orthographic mode.
Zoomed-in front orthographic view of native plane:
Zoomed-in right orthographic view of native plane:
However, were I to scale this plane to something like 400 in all dimensions, the orthographic views of the plane at this extremely high zoom level begin to look something like this:
Zoomed-in front orthographic view of size-400 plane:
Zoomed-in right orthographic view of size-400 plane:
This is causing me some slight worry that my native meshes might somehow be automatically skewed on the X plane by some millionth of a degree. However, when I use S->Z->0 to attempt to completely "flatten" the plane on the Z axis, the view above does not change, leading me to wonder if perhaps the default world axes are themselves somehow skewed.
I understand that the most likely cause for this is either floating-point error or simple orthographic camera distortion. However, it makes extremely large objects difficult to work with at extremely high levels of zoom.
One other possible cause COULD be viewport screen distortion, but I haven't figured out how to access that in order to change it.
Sorry if this is a duplicate! I haven't found anything about this so far.
EDIT: Interestingly enough, going to the front-orthographic view of the plane at the high values mentioned earlier, then rotating the plane around the z-axis 90 degrees, changes nothing. The same goes for the orthographic right view. This effectively means that the mesh itself isn't skewed at all, due to the fact that if it were, a 90 degree rotation on the Z axis would make the front view look like the right view and vice-versa. Instead, this seems to be purely a rendering bug with the orthogonal front and back views specifically.
(also, no, I'm not going to simply accept this as normal blender behavior, but thanks for the explanation regardless)