### 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)

TVG_State *state = *reinterpret_cast<TVG_State **>(p_state);
	if (!state) {
		ERR_FAIL_V_MSG(FT_Err_Invalid_SVG_Document, "SVG in OT state not initialized.");
	}
	MutexLock lock(state->mutex);
	FT_SVG_Document document = (FT_SVG_Document)p_slot->other;
	FT_Size_Metrics metrics = document->metrics;
	GL_State &gl_state = state->glyph_map[p_slot->glyph_index];
	if (!gl_state.ready) {
		Ref<XMLParser> parser;
		parser.instantiate();
		parser->_open_buffer((const uint8_t *)document->svg_document, document->svg_document_length);
		float aspect = 1.0f;
		String xml_body;
		while (parser->read() == OK) {
			if (parser->has_attribute("id")) {
				const String &gl_name = parser->get_named_attribute_value("id");
				if (gl_name.begins_with("glyph")) {
					int dot_pos = gl_name.find(".");
					int64_t gl_idx = gl_name.substr(5, (dot_pos > 0) ? dot_pos - 5 : -1).to_int();
					if (p_slot->glyph_index != gl_idx) {
						parser->skip_section();
						continue;
					}
				}
			}
			if (parser->get_node_type() == XMLParser::NODE_ELEMENT && parser->get_node_name() == "svg") {
				if (parser->has_attribute("viewBox")) {
					PackedStringArray vb = parser->get_named_attribute_value("viewBox").split(" ");