### 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 c;
	}
	real_t dist = 1e7;
	Control *result = nullptr;
	Point2 points[4];
	Transform2D xform = get_global_transform();
	points[0] = xform.xform(Point2());
	points[1] = xform.xform(Point2(get_size().x, 0));
	points[2] = xform.xform(get_size());
	points[3] = xform.xform(Point2(0, get_size().y));
	const Vector2 dir[4] = {
		Vector2(-1, 0),
		Vector2(0, -1),
		Vector2(1, 0),
		Vector2(0, 1)
	};
	Vector2 vdir = dir[p_side];
	real_t maxd = -1e7;
	for (int i = 0; i < 4; i++) {
		real_t d = vdir.dot(points[i]);
		if (d > maxd) {
			maxd = d;
		}
	}
	Node *base = this;
	while (base) {
		Control *c = Object::cast_to<Control>(base);
		if (c) {
			if (c->data.RI) {
				break;