### 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
}
		}
		base = base->get_parent();
	}
	if (!base) {
		return nullptr;
	}
	_window_find_focus_neighbor(vdir, base, points, maxd, dist, &result);
	return result;
}
Control *Control::find_valid_focus_neighbor(Side p_side) const {
	return const_cast<Control *>(this)->_get_focus_neighbor(p_side);
}
void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, real_t p_min, real_t &r_closest_dist, Control **r_closest) {
	if (Object::cast_to<Viewport>(p_at)) {
		return; 
	}
	Control *c = Object::cast_to<Control>(p_at);
	if (c && c != this && c->get_focus_mode() == FOCUS_ALL && c->is_visible_in_tree()) {
		Point2 points[4];
		Transform2D xform = c->get_global_transform();
		points[0] = xform.xform(Point2());
		points[1] = xform.xform(Point2(c->get_size().x, 0));
		points[2] = xform.xform(c->get_size());
		points[3] = xform.xform(Point2(0, c->get_size().y));
		real_t min = 1e7;
		for (int i = 0; i < 4; i++) {
			real_t d = p_dir.dot(points[i]);
			if (d < min) {
				min = d;