### 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
set_anchor(p_side, p_anchor);
}
void Control::set_anchor(Side p_side, real_t p_anchor, bool p_keep_offset, bool p_push_opposite_anchor) {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_INDEX((int)p_side, 4);
	Rect2 parent_rect = get_parent_anchorable_rect();
	real_t parent_range = (p_side == SIDE_LEFT || p_side == SIDE_RIGHT) ? parent_rect.size.x : parent_rect.size.y;
	real_t previous_pos = data.offset[p_side] + data.anchor[p_side] * parent_range;
	real_t previous_opposite_pos = data.offset[(p_side + 2) % 4] + data.anchor[(p_side + 2) % 4] * parent_range;
	data.anchor[p_side] = p_anchor;
	if (((p_side == SIDE_LEFT || p_side == SIDE_TOP) && data.anchor[p_side] > data.anchor[(p_side + 2) % 4]) ||
			((p_side == SIDE_RIGHT || p_side == SIDE_BOTTOM) && data.anchor[p_side] < data.anchor[(p_side + 2) % 4])) {
		if (p_push_opposite_anchor) {
			data.anchor[(p_side + 2) % 4] = data.anchor[p_side];
		} else {
			data.anchor[p_side] = data.anchor[(p_side + 2) % 4];
		}
	}
	if (!p_keep_offset) {
		data.offset[p_side] = previous_pos - data.anchor[p_side] * parent_range;
		if (p_push_opposite_anchor) {
			data.offset[(p_side + 2) % 4] = previous_opposite_pos - data.anchor[(p_side + 2) % 4] * parent_range;
		}
	}
	if (is_inside_tree()) {
		_size_changed();
	}
	queue_redraw();
}
real_t Control::get_anchor(Side p_side) const {