### 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
singleton->editor_file_dialogs.insert(p_dialog);
}
void EditorNode::_editor_file_dialog_unregister(EditorFileDialog *p_dialog) {
	singleton->editor_file_dialogs.erase(p_dialog);
}
Vector<EditorNodeInitCallback> EditorNode::_init_callbacks;
void EditorNode::_begin_first_scan() {
	
	
	if (!DisplayServer::get_singleton()->window_can_draw()) {
		OS::get_singleton()->benchmark_begin_measure("Editor", "First Scan");
		EditorFileSystem::get_singleton()->scan();
		return;
	}
	if (!waiting_for_first_scan) {
		return;
	}
	requested_first_scan = true;
}
Error EditorNode::export_preset(const String &p_preset, const String &p_path, bool p_debug, bool p_pack_only, bool p_android_build_template) {
	export_defer.preset = p_preset;
	export_defer.path = p_path;
	export_defer.debug = p_debug;
	export_defer.pack_only = p_pack_only;
	export_defer.android_build_template = p_android_build_template;
	cmdline_export_mode = true;
	return OK;
}
bool EditorNode::is_project_exporting() const {