### 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
}
#endif
			
			set_theme_context(ThemeDB::get_singleton()->get_nearest_theme_context(this));
		} break;
		case NOTIFICATION_POST_ENTER_TREE: {
			data.is_rtl_dirty = true;
			update_minimum_size();
			_size_changed();
		} break;
		case NOTIFICATION_EXIT_TREE: {
			set_theme_context(nullptr, false);
			release_focus();
			get_viewport()->_gui_remove_control(this);
		} break;
		case NOTIFICATION_READY: {
#ifdef DEBUG_ENABLED
			connect("ready", callable_mp(this, &Control::_clear_size_warning), CONNECT_DEFERRED | CONNECT_ONE_SHOT);
#endif
		} break;
		case NOTIFICATION_ENTER_CANVAS: {
			data.is_rtl_dirty = true;
			CanvasItem *node = this;
			bool has_parent_control = false;
			while (!node->is_set_as_top_level()) {
				CanvasItem *parent = Object::cast_to<CanvasItem>(node->get_parent());
				if (!parent) {
					break;
				}
				Control *parent_control = Object::cast_to<Control>(parent);