One question, two data structures
Both pipelines answer the same question: along a given ray, which surface is nearest? The difference is what they build to answer it.
A rasteriser builds a depth buffer. It is a per-pixel record of the nearest thing found so far, filled by streaming geometry past it in any order. That is a distributed sort by depth, done incrementally, with one comparison per fragment and no global bookkeeping.
A ray tracer builds a spatial hierarchy. It is a record of where geometry is in space, and it is queried rather than filled. That is a search structure.
Sort versus search is the whole distinction. Everything downstream follows from it: which effects are cheap, how each degrades, what each needs to know before it can start, and what happens when the scene changes.

