What webgpu needed is graphics drawing applications are most graphics drawing apps on web are still using canvas 2d or SVG, not even webgl.
If we are to build a graphic heavy tool like figma - all choices we have are mostly SVG.
10 years ago I was tasked with making a mobile browser game and the thing that took 30% of the time when rendering a frame were the few bits of text that were there to display the score etc.
Once we started heavily caching text, performance increased considerably.
If you don't rotate or zoom, then most of the work can be cached (at least when using latin fonts with few ligatures) which make things appear to be fast, but if you tried to render text in real time without caching (because you're allowing rotation and zoom, and you can't cache everything) then you'd see how expensive it is.