### 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(p_name, p_value);
	props[p_name].initial = p_value;
	props[p_name].has_default_value = true;
}
struct _EVCSort {
	String name;
	Variant::Type type = Variant::Type::NIL;
	int order = 0;
	bool save = false;
	bool restart_if_changed = false;
	bool operator<(const _EVCSort &p_vcs) const { return order < p_vcs.order; }
};
void EditorSettings::_get_property_list(List<PropertyInfo> *p_list) const {
	_THREAD_SAFE_METHOD_
	RBSet<_EVCSort> vclist;
	for (const KeyValue<String, VariantContainer> &E : props) {
		const VariantContainer *v = &E.value;
		if (v->hide_from_editor) {
			continue;
		}
		_EVCSort vc;
		vc.name = E.key;
		vc.order = v->order;
		vc.type = v->variant.get_type();
		vc.save = v->save;
		/*if (vc.save) { this should be implemented, but lets do after 3.1 is out.
			if (v->initial.get_type() != Variant::NIL && v->initial == v->variant) {