### 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)

new_w = (new_h * aspect);
		} else {
			new_h = (new_w / aspect);
		}
		String xml_code_str = "<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"" + rtos(min_x) + " " + rtos(min_y) + " " + rtos(new_w) + " " + rtos(new_h) + "\">" + xml_body;
		gl_state.xml_code = xml_code_str.utf8();
		picture = tvg::Picture::gen();
		result = picture->load(gl_state.xml_code.get_data(), gl_state.xml_code.length(), "svg+xml", false);
		if (result != tvg::Result::Success) {
			ERR_FAIL_V_MSG(FT_Err_Invalid_SVG_Document, "Failed to load SVG document (glyph metrics).");
		}
		float x_svg_to_out, y_svg_to_out;
		x_svg_to_out = (float)metrics.x_ppem / new_w;
		y_svg_to_out = (float)metrics.y_ppem / new_h;
		gl_state.m.e11 = (double)document->transform.xx / (1 << 16) * x_svg_to_out;
		gl_state.m.e12 = -(double)document->transform.xy / (1 << 16) * x_svg_to_out;
		gl_state.m.e21 = -(double)document->transform.yx / (1 << 16) * y_svg_to_out;
		gl_state.m.e22 = (double)document->transform.yy / (1 << 16) * y_svg_to_out;
		gl_state.m.e13 = (double)document->delta.x / 64 * new_w / metrics.x_ppem;
		gl_state.m.e23 = -(double)document->delta.y / 64 * new_h / metrics.y_ppem;
		gl_state.m.e31 = 0;
		gl_state.m.e32 = 0;
		gl_state.m.e33 = 1;
		result = picture->transform(gl_state.m);
		if (result != tvg::Result::Success) {
			ERR_FAIL_V_MSG(FT_Err_Invalid_SVG_Document, "Failed to apply transform to SVG document.");
		}
		result = picture->bounds(&gl_state.x, &gl_state.y, &gl_state.w, &gl_state.h, true);
		if (result != tvg::Result::Success) {
			ERR_FAIL_V_MSG(FT_Err_Invalid_SVG_Document, "Failed to get SVG bounds.");