I don't understand your last reply.
Render queue lets you control the draw order. Behind or in front, it all depends on the render queue.
Dynamic fonts are on a separate draw call (+1), which is why they are in front by default -- it's how the draw order is ensured.
If you want to mix UI elements with 3D objects in your game view, then I don't recommend you using non-atlased fonts. If you force the render queue to say, 3000, so that it mixes with your geometry, then you are going to have issues because your atlas geometry will be drawn with the same render queue as your text, and since the two are inherently in different draw calls, which one is going to be in front is completely arbitrary.