### 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
return _projects.size();
}
void ProjectList::_clear_project_selection() {
	Vector<Item> previous_selected_ems = get_selected_projects();
	_ss.clear();
	for (int i = 0; i < previous_selected_ems.size(); ++i) {
		previous_selected_ems[i].control->set_selected(false);
	}
}
void ProjectList::_toggle_project(int p_index) {
	// This methods adds to the selection or removes from the
	// selection.
	Item &em = _pro_index];
	if (_ss.has(em.path)) {
		_deselect_project_nocheck(p_index);
	} else {
		_select_project_nocheck(p_index);
	}
}
void ProjectList::_select_project_nocheck(int p_index) {
	Item &em = _pro_index];
	_ss.insert(em.path);
	em.control->set_selected(true);
}
void ProjectList::_deselect_project_nocheck(int p_index) {
	Item &em = _pro_index];
	_ss.erase(em.path);
	em.control->set_selected(false);
}
void ProjectList::select_project(int p_index) {