### Godot version

v4.1.beta2.official [a2575cba4]

### System information

Godot v4.1.beta2 - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.3179) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

### Description:

Most Emoji glyphs from color OpenType SVG font are not displayed in Control nodes, such as Label or RichTextLabel.
When using https://github.com/adobe-fonts/noto-emoji-svg/blob/main/fonts/NotoColorEmoji-SVG.otf, some emoji are rendered correctly, such as ☺️ (U+263A), but others are not visible at all, e.g. ❤️ (U+2764), 🏠 (U+1F3E0).

"Output" panel of Godot editor shows multiple error messages "_Failed to create SVG canvas._" 

### Additional info:

All these characters are rendered correctly by Firefox browser (as seen in https://github.com/adobe-fonts/noto-emoji-svg/blob/main/test.html)

Regular English text is visible when using OT SVG fonts, e.g. https://www.fontspace.com/icecreamy-font-f82130 (although rendered with some kerning issues).

Monochrome OT font https://github.com/adobe-fonts/noto-emoji-svg/blob/main/fonts/NotoEmoji.otf appears to be working correctly.

This limits usage of color fonts, since CBDT/CBLC TTF fonts are blurry if the font size is larger than PNGs which are embedded into the font, and Godot doesn't support COLR vector fonts.

Note: None of the glyphs of colorful OpenType SVG fonts are rendered at all in Godot 4.0

### Steps to reproduce

- Add Label control node to a scene
- Select Label node
- Import https://github.com/adobe-fonts/noto-emoji-svg/blob/main/fonts/NotoColorEmoji-SVG.otf as a Font value using Theme or Theme Overrides property (make sure)
- Input 🏠❤️☺️ as a value of "text" property
- Check visible characters in 2D panel of Godot editor

Expected result:
- all colorful characters are rendered correctly
- no error messages

Actual result:
- Only ☺️ (U+263A) is visible, other two are invisible (but occupy some space)
- Multiple error messages "_Failed to create SVG canvas._" are present in the Output panel of Godot editor


### Minimal reproduction project

[svg_font_sandbox_4_1.zip](https://github.com/godotengine/godot/files/11779682/svg_font_sandbox_4_1.zip)

res = sw_canvas->push(std::move(picture));
	if (res != tvg::Result::Success) {
		ERR_FAIL_V_MSG(FT_Err_Invalid_Outline, "Failed to set SVG canvas source.");
	}
	res = sw_canvas->draw();
	if (res != tvg::Result::Success) {
		ERR_FAIL_V_MSG(FT_Err_Invalid_Outline, "Failed to draw to SVG canvas.");
	}
	res = sw_canvas->sync();
	if (res != tvg::Result::Success) {
		ERR_FAIL_V_MSG(FT_Err_Invalid_Outline, "Failed to sync SVG canvas.");
	}
	state->glyph_map.erase(p_slot->glyph_index);
	p_slot->bitmap.pixel_mode = FT_PIXEL_MODE_BGRA;
	p_slot->bitmap.num_grays = 256;
	p_slot->format = FT_GLYPH_FORMAT_BITMAP;
	return FT_Err_Ok;
}
SVG_RendererHooks tvg_svg_in_ot_hooks = {
	(SVG_Lib_Init_Func)tvg_svg_in_ot_init,
	(SVG_Lib_Free_Func)tvg_svg_in_ot_free,
	(SVG_Lib_Render_Func)tvg_svg_in_ot_render,
	(SVG_Lib_Preset_Slot_Func)tvg_svg_in_ot_preset_slot,
};
SVG_RendererHooks *get_tvg_svg_in_ot_hooks() {
	return &tvg_svg_in_ot_hooks;
}
#endif 
#endif