### 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
}
	Ref<Shortcut> sc = EditorSettings::get_singleton()->get_shortcut(p_path);
	if (sc.is_valid()) {
		sc->set_name(p_name); 
		sc->set_meta("original", events.duplicate(true)); 
		return sc;
	}
	sc.instantiate();
	sc->set_name(p_name);
	sc->set_events(events);
	sc->set_meta("original", events.duplicate(true)); 
	EditorSettings::get_singleton()->_add_shortcut_default(p_path, sc);
	return sc;
}
void EditorSettings::set_builtin_action_override(const String &p_name, const TypedArray<InputEvent> &p_events) {
	List<Ref<InputEvent>> event_list;
	
	InputMap::get_singleton()->action_erase_events(p_name);
	for (int i = 0; i < p_events.size(); i++) {
		event_list.push_back(p_events[i]);
		InputMap::get_singleton()->action_add_event(p_name, p_events[i]);
	}
	
	
	bool same_as_builtin = true;
	HashMap<String, List<Ref<InputEvent>>>::ConstIterator builtin_default = InputMap::get_singleton()->get_builtins_with_feature_overrides_applied().find(p_name);
	if (builtin_default) {
		const List<Ref<InputEvent>> &builtin_events = builtin_default->value;
		
		List<Ref<InputEventKey>> builtin_key_events;