### 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
bool reset_min_first = false;
	if (max_size_used != Size2i()) {
		
		size = size.min(max_size_used);
		if (size_limit.x > max_size_used.x) {
			size_limit.x = max_size_used.x;
			reset_min_first = true;
		}
		if (size_limit.y > max_size_used.y) {
			size_limit.y = max_size_used.y;
			reset_min_first = true;
		}
	}
	if (embedder) {
		size.x = MAX(size.x, 1);
		size.y = MAX(size.y, 1);
		embedder->_sub_window_update(this);
	} else if (window_id != DisplayServer::INVALID_WINDOW_ID) {
		if (reset_min_first && wrap_controls) {
			
			DisplayServer::get_singleton()->window_set_min_size(Size2i(), window_id);
		}
		DisplayServer::get_singleton()->window_set_max_size(max_size_used, window_id);
		DisplayServer::get_singleton()->window_set_min_size(size_limit, window_id);
		DisplayServer::get_singleton()->window_set_size(size, window_id);
	}
	
	_update_viewport_size();
}
void Window::_update_viewport_size() {