### 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;
	ERR_FAIL_COND(!is_inside_tree());
	get_viewport()->warp_mouse(get_global_transform_with_canvas().xform(p_position));
}
void Control::set_shortcut_context(const Node *p_node) {
	ERR_MAIN_THREAD_GUARD;
	if (p_node != nullptr) {
		data.shortcut_context = p_node->get_instance_id();
	} else {
		data.shortcut_context = ObjectID();
	}
}
Node *Control::get_shortcut_context() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	Object *ctx_obj = ObjectDB::get_instance(data.shortcut_context);
	Node *ctx_node = Object::cast_to<Node>(ctx_obj);
	return ctx_node;
}
bool Control::is_focus_owner_in_shortcut_context() const {
	ERR_READ_THREAD_GUARD_V(false);
	if (data.shortcut_context == ObjectID()) {
		
		return true;
	}
	const Node *ctx_node = get_shortcut_context();
	const Control *vp_focus = get_viewport() ? get_viewport()->gui_get_focus_owner() : nullptr;
	
	return ctx_node && vp_focus && (ctx_node == vp_focus || ctx_node->is_ancestor_of(vp_focus));
}
void Control::set_drag_forwarding(const Callable &p_drag, const Callable &p_can_drop, const Callable &p_drop) {