### Godot version

4.1.2

### System information

Godot v4.1.2.stable.mono - Windows 11 22h2 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3742) - 11th Gen Intel(R) Core(TM) i5-11600K @ 3.90GHz (12 Threads)

### Issue description

in a right to left language (in my case Persian) the Ui gets inverted and i know it should be like that but you just cant work i will leave a screen shot so  you can see
![Screenshot 2023-11-16 042657](https://github.com/godotengine/godot/assets/118190096/76f0849d-945d-407b-b450-391c65c01f0e)


### Steps to reproduce

change the language to Persian

### Minimal reproduction project

N/A
}
		}
		if (min > (p_min - CMP_EPSILON)) {
			for (int i = 0; i < 4; i++) {
				Vector2 la = p_points[i];
				Vector2 lb = p_points[(i + 1) % 4];
				for (int j = 0; j < 4; j++) {
					Vector2 fa = points[j];
					Vector2 fb = points[(j + 1) % 4];
					Vector2 pa, pb;
					real_t d = Geometry2D::get_closest_points_between_segments(la, lb, fa, fb, pa, pb);
					
					if (d < r_closest_dist) {
						r_closest_dist = d;
						*r_closest = c;
					}
				}
			}
		}
	}
	for (int i = 0; i < p_at->get_child_count(); i++) {
		Node *child = p_at->get_child(i);
		Control *childc = Object::cast_to<Control>(child);
		if (childc && childc->data.RI) {
			continue; 
		}
		_window_find_focus_neighbor(p_dir, p_at->get_child(i), p_points, p_min, r_closest_dist, r_closest);
	}
}
void Control::set_default_cursor_shape(CursorShape p_shape) {