### 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)

}
		gl_state.bmp_y = -min_y * gl_state.h / new_h;
		gl_state.bmp_x = min_x * gl_state.w / new_w;
		gl_state.ready = true;
	}
	p_slot->bitmap_left = (FT_Int)gl_state.bmp_x;
	p_slot->bitmap_top = (FT_Int)gl_state.bmp_y;
	float tmp = ceil(gl_state.h);
	p_slot->bitmap.rows = (unsigned int)tmp;
	tmp = ceil(gl_state.w);
	p_slot->bitmap.width = (unsigned int)tmp;
	p_slot->bitmap.pitch = (int)p_slot->bitmap.width * 4;
	p_slot->bitmap.pixel_mode = FT_PIXEL_MODE_BGRA;
	float metrics_width, metrics_height;
	float horiBearingX, horiBearingY;
	float vertBearingX, vertBearingY;
	metrics_width = (float)gl_state.w;
	metrics_height = (float)gl_state.h;
	horiBearingX = (float)gl_state.x;
	horiBearingY = (float)-gl_state.y;
	vertBearingX = p_slot->metrics.horiBearingX / 64.0f - p_slot->metrics.horiAdvance / 64.0f / 2;
	vertBearingY = (p_slot->metrics.vertAdvance / 64.0f - p_slot->metrics.height / 64.0f) / 2;
	tmp = roundf(metrics_width * 64);
	p_slot->metrics.width = (FT_Pos)tmp;
	tmp = roundf(metrics_height * 64);
	p_slot->metrics.height = (FT_Pos)tmp;
	p_slot->metrics.horiBearingX = (FT_Pos)(horiBearingX * 64);
	p_slot->metrics.horiBearingY = (FT_Pos)(horiBearingY * 64);
	p_slot->metrics.vertBearingX = (FT_Pos)(vertBearingX * 64);
	p_slot->metrics.vertBearingY = (FT_Pos)(vertBearingY * 64);