Over the years in any 3D app fonts have been problematic, and it usually has more to do with the fonts and how they were originally created than anything else.
Back in the days when most fonts were created by font houses using fontographer they tended to yield cleaner beside curves, but could still be problematic.
In the last decade as it became fashionable to crank out new fonts by people who had less skill in the art tools emerged that could auto generate the outlines from scanned art and the explosion of “arty” looking fonts came to the forefront. Traditional artists started drawing fonts by hand,scanning them, and feeding that to software to generate a font and these types of fonts behaved miserably in ANY 3D application.
The bottom line is that beziers (which all fonts in the postscript world use under the hood) are not even vaguely the same thing as nurbs, particularly where cusps and bent lines are concerned.
For the most part, when I’ve had to do anything text related I’ve had far better luck converting text to bezier outlines in illustrator, importing that then cleaning up the outlines by hand in whatever modeling app I’m using after pre cleaning it up in illustrator first.
To get a feel for just how bad many fonts are under the hood, put the text down in illustrator, convert that to outlines, then examine that very closely in illustrator.
You’ll quickly see a myriad of sins that postscript printers can handle well but a nurbs environment will choke on.
It’s my educated guess that it might be possible to build fonts with less issues on import, some aspects of typography inherently will generate less than clean conversions to nurbs without some manual intervention just due to the very different mechanisms between nurbs curves and beziers.