### 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_MAIN_THREAD_GUARD;
	data.forward_drag = p_drag;
	data.forward_can_drop = p_can_drop;
	data.forward_drop = p_drop;
}
Variant Control::get_drag_data(const Point2 &p_point) {
	ERR_READ_THREAD_GUARD_V(Variant());
	Variant ret;
	if (data.forward_drag.is_valid()) {
		Variant p = p_point;
		const Variant *vp[1] = { &p };
		Callable::CallError ce;
		data.forward_drag.callp((const Variant **)vp, 1, ret, ce);
		if (ce.error != Callable::CallError::CALL_OK) {
			ERR_FAIL_V_MSG(Variant(), "Error calling forwarded method from 'get_drag_data': " + Variant::get_callable_error_text(data.forward_drag, (const Variant **)vp, 1, ce) + ".");
		}
		return ret;
	}
	GDVIRTUAL_CALL(_get_drag_data, p_point, ret);
	return ret;
}
bool Control::can_drop_data(const Point2 &p_point, const Variant &p_data) const {