### 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 (Engine::get_singleton()->has_singleton("GodotSharp")) {
		extensions.push_back("cs");
	}
	extensions.push_back("gdshader");
	GLOBAL_DEF(PropertyInfo(Variant::PACKED_STRING_ARRAY, "editor/script/search_in_file_extensions"), extensions);
	_add_builtin_input_map();
	/
	custom_prop_info["display/window/handheld/orientation"] = PropertyInfo(Variant::INT, "display/window/handheld/orientation", PROPERTY_HINT_ENUM, "Landscape,Portrait,Reverse Landscape,Reverse Portrait,Sensor Landscape,Sensor Portrait,Sensor");
	GLOBAL_DEF("display/window/subwindows/embed_subwindows", true);
	/
	custom_prop_info["display/window/vsync/vsync_mode"] = PropertyInfo(Variant::INT, "display/window/vsync/vsync_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Adaptive,Mailbox");
	custom_prop_info["rendering/driver/threads/thread_model"] = PropertyInfo(Variant::INT, "rendering/driver/threads/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
	GLOBAL_DEF("physics/2d/run_on_separate_thread", false);
	GLOBAL_DEF("physics/3d/run_on_separate_thread", false);
	GLOBAL_DEF_BASIC(PropertyInfo(Variant::STRING, "display/window/stretch/mode", PROPERTY_HINT_ENUM, "disabled,canvas_items,viewport"), "disabled");
	GLOBAL_DEF_BASIC(PropertyInfo(Variant::STRING, "display/window/stretch/aspect", PROPERTY_HINT_ENUM, "ignore,keep,keep_width,keep_height,expand"), "keep");
	GLOBAL_DEF_BASIC(PropertyInfo(Variant::FLOAT, "display/window/stretch/scale", PROPERTY_HINT_RANGE, "0.5,8.0,0.01"), 1.0);
	GLOBAL_DEF_BASIC(PropertyInfo(Variant::STRING, "display/window/stretch/scale_mode", PROPERTY_HINT_ENUM, "fractional,integer"), "fractional");
	GLOBAL_DEF(PropertyInfo(Variant::INT, "debug/settings/profiler/max_functions", PROPERTY_HINT_RANGE, "128,65535,1"), 16384);
	GLOBAL_DEF(PropertyInfo(Variant::BOOL, "compression/formats/zstd/long_distance_matching"), Compression::zstd_long_distance_matching);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "compression/formats/zstd/compression_level", PROPERTY_HINT_RANGE, "1,22,1"), Compression::zstd_level);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "compression/formats/zstd/window_log_size", PROPERTY_HINT_RANGE, "10,30,1"), Compression::zstd_window_log_size);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "compression/formats/zlib/compression_level", PROPERTY_HINT_RANGE, "-1,9,1"), Compression::zlib_level);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "compression/formats/gzip/compression_level", PROPERTY_HINT_RANGE, "-1,9,1"), Compression::gzip_level);
	GLOBAL_DEF("debug/settings/crash_handler/message",
			String("Please include this when reporting the bug to the project developer."));
	GLOBAL_DEF("debug/settings/crash_handler/message.editor",
			String("Please include this when reporting the bug on: https://github.com/godotengine/godot/issues"));
	GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/occlusion_culling/bvh_build_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), 2);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "memory/limits/multithreaded_server/rid_pool_prealloc", PROPERTY_HINT_RANGE, "0,500,1"), 60); /