### 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;
	if (!is_inside_tree() || !visible || updating_child_controls) {
		return;
	}
	updating_child_controls = true;
	call_deferred(SNAME("_update_child_controls"));
}
void Window::_update_child_controls() {
	if (!updating_child_controls) {
		return;
	}
	_update_window_size();
	updating_child_controls = false;
}
bool Window::_can_consume_input_events() const {
	return exclusive_child == nullptr;
}
void Window::_window_input(const Ref<InputEvent> &p_ev) {
	if (EngineDebugger::is_active()) {
		
		
		if (debugger_stop_shortcut.is_null()) {
			String shortcut_str = OS::get_singleton()->get_environment("__GODOT_EDITOR_STOP_SHORTCUT__");
			if (!shortcut_str.is_empty()) {
				Variant shortcut_var;
				VariantParser::StreamString ss;
				ss.s = shortcut_str;
				String errs;
				int line;
				VariantParser::parse(&ss, shortcut_var, errs, line);