A little research shows that indeed not clearing can be helpful in some cases:
In fact I am thinking that with some clever positioning of the full
screen quads we can avoid clearing the
depth buffer as well :)

http://www.gamedev.net/topic/509632-slow-glclearing-large-fbos/

http://www.flipcode.com/forums/thread/5879

Maybe when tiled architectures are supported we should look at
GL_EXT_discard_framebuffer extension too:

http://stackoverflow.com/questions/2538662/how-does-glclear-improve-performance
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