On a depth map the black should fakes depth and the white should be unchanged. In Godot this is the opposite the white fakes depth.
The right image is the correct result:

Godot uses the a different channel for depth/normal maps to what other engines use, but I forgot the reasoning.
To change this, you can select the depth map in the FileSystem dock, go to the Import dock, check Invert then click Reimport.
Changing the default depth would break compatibility, so it can't be done for 3.2. It could be done for 4.0 though.
Yeah, I think this should be changed for 4.0 so that we use height maps (the inverse of the current depth maps). It makes more sense and fits in with the terminology that other applications and engines use. Especially if we eventually get GPU tessellation/displacement it would save much confusion when using Substance and other material authoring software.
Fixed in 4.0
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Yeah, I think this should be changed for 4.0 so that we use height maps (the inverse of the current depth maps). It makes more sense and fits in with the terminology that other applications and engines use. Especially if we eventually get GPU tessellation/displacement it would save much confusion when using Substance and other material authoring software.