### 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)
#include "http_client_web.h"
void HTTPClientWeb::_parse_headers(int p_len, const char **p_headers, void *p_ref) {
	HTTPClientWeb *client = static_cast<HTTPClientWeb *>(p_ref);
	for (int i = 0; i < p_len; i++) {
		client->response_headers.push_back(String::utf8(p_headers[i]));
	}
}
Error HTTPClientWeb::connect_to_host(const String &p_host, int p_port, Ref<TLSOptions> p_tls_options) {