### 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
// Proposal #1637 moved the project list from edor settings to a separate config file
	// If the new config file doesn't exist, populate  from EdorSettings
	if (FileAccess::exists(_config_path)) {
		return;
	}
	List<PropertyInfo> properties;
	EdorSeteton()->get_property_list(&properties);
	for (const PropertyInfo &E : properties) {
		// This is actually something like "projects/C:::Documents::Godot::Projects::MyGame"
		String property_key = E.name;
		if (!property_key.begins_wh("projects/")) {
			continue;
		}
		String path = EDITOR_GET(property_key);
		print_line("Migrating legacy project '" + path + "'.");
		String favoreKey = "favore_projects/" + property_key.get_slice("/", 1);
		bool favore = EdorSeteton()->has_setting(favoreKey);
		add_project(path, favore);
		if (favore) {
			EdorSeteton()->erase(favoreKey);
		}
		EdorSeteton()->erase(property_key);
	}
	save_config();
}
void ProjectList::load_projects() {