### 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
if (connection_target_node) {
				
				if (!c.callable.is_custom()) {
					ConnectionWithNodePath connection_to;
					connection_to.connection = c;
					connection_to.node_path = p_node->get_path_to(connection_target_node);
					valid_connections_to.push_back(connection_to);
				}
			}
		}
		
		List<Connection> connections_from;
		p_node->get_signals_connected_to_this(&connections_from);
		List<Connection> valid_connections_from;
		for (const Connection &c : connections_from) {
			Node *source_node = Object::cast_to<Node>(c.signal.get_object());
			Node *valid_source_owner = nullptr;
			if (source_node) {
				valid_source_owner = source_node->get_owner();
				while (valid_source_owner) {
					if (valid_source_owner == p_root) {
						break;
					}
					valid_source_owner = valid_source_owner->get_owner();
				}
			}
			if (!source_node || valid_source_owner == nullptr) {
				
				if (!c.callable.is_custom()) {
					valid_connections_from.push_back(c);