### 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
debugger_stop_shortcut = shortcut_var;
			}
			if (debugger_stop_shortcut.is_null()) {
				
				debugger_stop_shortcut.instantiate();
				debugger_stop_shortcut->set_events({ (Variant)InputEventKey::create_reference(Key::F8) });
			}
		}
		Ref<InputEventKey> k = p_ev;
		if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->matches_event(k)) {
			EngineDebugger::get_singleton()->send_message("request_quit", Array());
		}
	}
	if (exclusive_child != nullptr) {
		if (!is_embedding_subwindows()) { 
			return;
		}
	}
	
	
	
	_input_from_window(p_ev);
	if (p_ev->get_device() != InputEvent::DEVICE_ID_INTERNAL && is_inside_tree()) {
		emit_signal(SceneStringNames::get_singleton()->window_input, p_ev);
	}
	if (is_inside_tree()) {
		push_input(p_ev);
	}
}
void Window::_window_input_text(const String &p_text) {