### Godot version

v4.1.stable.official [970459615]
EDIT: Also v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-7400 CPU @ 3.00GHz (4 Threads)

### Issue description

Using HTTPRequest `request()` on a Web export with `accept_gzip = false` on an API that can use compression results in a RESULT_CANT_CONNECT error `[2, 0, [], []]`. This does not happen on any other export nor can I find a reason for it to fail as the API in question can also return uncompressed data if the `Accept-Encoding` header is not used.

### Steps to reproduce

```
var http:HTTPRequest = HTTPRequest.new()
add_child(http)
http.accept_gzip = false
http.request("https://dev.playkantti.fi/ok.php")
var result = await http.request_completed
print(result)
```
The result of this code will be normal on every export except on Web where it will be `[2, 0, [], []]`. You can also use the project and web export below to try it out. It's a bit more visual than the code above.

### Minimal reproduction project

Web export: https://dev.playkantti.fi/
Project: [NetworkTest.zip](https://github.com/godotengine/godot/files/12013294/NetworkTest.zip)
st override;
	Error get_response_headers(List<String> *r_response) override;
	int64_t get_response_body_length() const override;
	PackedByteArray read_response_body_chunk() override;
	void set_blocking_mode(bool p_enable) override;
	bool is_blocking_mode_enabled() const override;
	void set_read_chunk_size(int p_size) override;
	int get_read_chunk_size() const override;
	Error poll() override;
	HTTPClientWeb();
	~HTTPClientWeb();
};
#endif 
