### 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
for (int i = 0; i < p_node->get_child_count(); i++) {
			Node *child = p_node->get_child(i);
			update_ownership_table_for_addition_node_ancestors(child, ownership_table);
		}
		new_additive_node_entry.ownership_table = ownership_table;
		p_addition_list.push_back(new_additive_node_entry);
		return;
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		Node *child = p_node->get_child(i);
		update_diff_data_for_node(p_edited_scene, p_root, child, p_modification_table, p_addition_list);
	}
}
void EditorNode::open_request(const String &p_path) {
	if (!opening_prev) {
		List<String>::Element *prev_scene_item = previous_scenes.find(p_path);
		if (prev_scene_item != nullptr) {
			prev_scene_item->erase();
		}
	}
	load_scene(p_path); 
}
bool EditorNode::has_previous_scenes() const {
	return !previous_scenes.is_empty();
}
void EditorNode::edit_foreign_resource(Ref<Resource> p_resource) {
	load_scene(p_resource->get_path().get_slice("::", 0));
	InspectorDock::get_singleton()->call_deferred("edit_resource", p_resource);
}
bool EditorNode::is_resource_read_only(Ref<Resource> p_resource, bool p_foreign_resources_are_writable) {