### 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
embedder->_sub_window_remove(this);
			embedder = nullptr;
			RS::get_singleton()->viewport_set_update_mode(get_viewport_rid(), RS::VIEWPORT_UPDATE_DISABLED);
		}
		_update_window_size();
	}
	if (!visible) {
		focused = false;
	}
	notification(NOTIFICATION_VISIBILITY_CHANGED);
	emit_signal(SceneStringNames::get_singleton()->visibility_changed);
	RS::get_singleton()->viewport_set_active(get_viewport_rid(), visible);
	
	if (transient_parent) {
		_set_transient_exclusive_child(true);
	}
}
void Window::_clear_transient() {
	if (transient_parent) {
		if (transient_parent->window_id != DisplayServer::INVALID_WINDOW_ID && window_id != DisplayServer::INVALID_WINDOW_ID) {
			DisplayServer::get_singleton()->window_set_transient(window_id, DisplayServer::INVALID_WINDOW_ID);
		}
		transient_parent->transient_children.erase(this);
		if (transient_parent->exclusive_child == this) {
			transient_parent->exclusive_child = nullptr;
		}
		transient_parent = nullptr;
	}
}
void Window::_make_transient() {