### 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_READ_THREAD_GUARD_V(GROW_DIRECTION_BEGIN);
	return data.h_grow;
}
void Control::set_v_grow_direction(GrowDirection p_direction) {
	ERR_MAIN_THREAD_GUARD;
	if (data.v_grow == p_direction) {
		return;
	}
	ERR_FAIL_INDEX((int)p_direction, 3);
	data.v_grow = p_direction;
	_size_changed();
}
Control::GrowDirection Control::get_v_grow_direction() const {
	ERR_READ_THREAD_GUARD_V(GROW_DIRECTION_BEGIN);
	return data.v_grow;
}
void Control::_compute_anchors(Rect2 p_rect, const real_t p_offsets[4], real_t (&r_anchors)[4]) {
	Size2 parent_rect_size = get_parent_anchorable_rect().size;
	ERR_FAIL_COND(parent_rect_size.x == 0.0);
	ERR_FAIL_COND(parent_rect_size.y == 0.0);
	real_t x = p_rect.position.x;
	if (is_layout_rtl()) {
		x = parent_rect_size.x - x - p_rect.size.x;
	}
	r_anchors[0] = (x - p_offsets[0]) / parent_rect_size.x;
	r_anchors[1] = (p_rect.position.y - p_offsets[1]) / parent_rect_size.y;
	r_anchors[2] = (x + p_rect.size.x - p_offsets[2]) / parent_rect_size.x;
	r_anchors[3] = (p_rect.position.y + p_rect.size.y - p_offsets[3]) / parent_rect_size.y;
}
void Control::_compute_offsets(Rect2 p_rect, const real_t p_anchors[4], real_t (&r_offsets)[4]) {