### 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
ERR_MAIN_THREAD_GUARD;
	position = p_position;
	if (embedder) {
		embedder->_sub_window_update(this);
	} else if (window_id != DisplayServer::INVALID_WINDOW_ID) {
		DisplayServer::get_singleton()->window_set_position(p_position, window_id);
	}
}
Point2i Window::get_position() const {
	ERR_READ_THREAD_GUARD_V(Point2i());
	return position;
}
void Window::move_to_center() {
	ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_COND(!is_inside_tree());
	Rect2 parent_rect;
	if (is_embedded()) {
		parent_rect = get_embedder()->get_visible_rect();
	} else {
		int parent_screen = DisplayServer::get_singleton()->window_get_current_screen(get_window_id());
		parent_rect.position = DisplayServer::get_singleton()->screen_get_position(parent_screen);
		parent_rect.size = DisplayServer::get_singleton()->screen_get_size(parent_screen);
	}
	if (parent_rect != Rect2()) {
		set_position(parent_rect.position + (parent_rect.size - get_size()) / 2);
	}
}
void Window::set_size(const Size2i &p_size) {