That above needs some reliable proof to be honest.
I am testing this claim with Sciter (https://sciter.com)... On Windows Sciter uses Direct2D/DirectWrite (with an option to render on DirectX device directly) and/or Skia/OpenGL. On Mac it uses Skia/OpenGL with an option to use CoreGraphics. On Linux Cairo or Skia/OpenGL.
Here is full screen text rendering on DirectX surface using Direct2D/DirectWrite primitives. Display is 192 ppi - 3840x2160:
https://sciter.com/temp/plain-text-syntax.png
On window caption you see real FPS that is around 500 frames per second for the whole screen for the sample. CPU consumption is 6% as it constantly does rendering in a "game event loop" style. In reality (render on demand as in sciter.exe) CPU consumption is 3% on kinetic scroll (120 FPS).
As you see platform text rendering is quite capable of drawing texts on modern hardware.
As of problems of text layouts ... Not that CPU and memory consuming too to be honest.
Sciter uses custom ::mark(name) pseudo-elements that allow to style arbitrary text runs/ranges without the need of creating artificial DOM elements (like <span> for each "string" in MS Visual Code), see: https://sciter.com/tokenizer-mark-syntax-colorizer/
To try this by yourself: get https://github.com/c-smile/sciter-sdk/blob/master/bin/32/sci... (sciter on DirectX) and sciter.dll nearby. Download https://github.com/c-smile/sciter-sdk/blob/master/samples/%2... and open it with the sciter-dx.exe.