Unfortunately, the only function that GM currently offers for replacing fonts at runtime is font_replace_sprite[_ext] (which very specifically can't replace non-sprite fonts), so I'd have to write a custom font loader and a custom font renderer for this, at which point it wouldn't be very convenient to do, nor very convenient to use (swapping back and forth between regular and custom draw_text functions).
If you want a delightful workaround, take a screenshot of your game UI without text, add it as a background into an empty project, and play around with font settings there.