### 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)

if (vb.size() == 4) {
						aspect = vb[2].to_float() / vb[3].to_float();
					}
				}
				continue;
			}
			if (parser->get_node_type() == XMLParser::NODE_ELEMENT) {
				xml_body += vformat("<%s", parser->get_node_name());
				for (int i = 0; i < parser->get_attribute_count(); i++) {
					xml_body += vformat(" %s=\"%s\"", parser->get_attribute_name(i), parser->get_attribute_value(i));
				}
				xml_body += ">";
			} else if (parser->get_node_type() == XMLParser::NODE_TEXT) {
				xml_body += parser->get_node_data();
			} else if (parser->get_node_type() == XMLParser::NODE_ELEMENT_END) {
				xml_body += vformat("</%s>", parser->get_node_name());
			}
		}
		String temp_xml_str = "<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 1 1\">" + xml_body;
		CharString temp_xml = temp_xml_str.utf8();
		std::unique_ptr<tvg::Picture> picture = tvg::Picture::gen();
		tvg::Result result = picture->load(temp_xml.get_data(), temp_xml.length(), "svg+xml", false);
		if (result != tvg::Result::Success) {
			ERR_FAIL_V_MSG(FT_Err_Invalid_SVG_Document, "Failed to load SVG document (bounds detection).");
		}
		float min_x = INFINITY, min_y = INFINITY, max_x = -INFINITY, max_y = -INFINITY;
		tvg_get_bounds(picture.get(), min_x, min_y, max_x, max_y);
		float new_h = (max_y - min_y);
		float new_w = (max_x - min_x);
		if (new_h * aspect >= new_w) {