### 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
ERR_FAIL_NULL(p_dock);
	Size2 borders = Size2(4, 4) * EDSCALE;
	
	Size2 dock_size = p_dock->get_size() + borders * 2;
	Point2 dock_screen_pos = p_dock->get_screen_position();
	int dock_index = p_dock->get_index() - 1;
	dock_slot[p_slot_index]->remove_child(p_dock);
	WindowWrapper *wrapper = memnew(WindowWrapper);
	wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), p_dock->get_name()));
	wrapper->set_margins_enabled(true);
	gui_base->add_child(wrapper);
	wrapper->set_wrapped_control(p_dock);
	wrapper->set_meta("dock_slot", p_slot_index);
	wrapper->set_meta("dock_index", dock_index);
	wrapper->set_meta("dock_name", p_dock->get_name().operator String());
	p_dock->show();
	wrapper->connect("window_close_requested", callable_mp(this, &EditorNode::_dock_floating_close_request).bind(wrapper));
	dock_select_popup->hide();
	if (p_show_window) {
		wrapper->restore_window(Rect2i(dock_screen_pos, dock_size), get_window()->get_current_screen());
	}
	_update_dock_slots_visibility(true);
	floating_docks.push_back(wrapper);
	_edit_current();
}
void EditorNode::_dock_select_input(const Ref<InputEvent> &p_input) {