### 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
GDREGISTER_CLASS(VisualShaderNodeVec4Parameter);
	GDREGISTER_CLASS(VisualShaderNodeTransformParameter);
	GDREGISTER_ABSTRACT_CLASS(VisualShaderNodeTextureParameter);
	GDREGISTER_CLASS(VisualShaderNodeTexture2DParameter);
	GDREGISTER_CLASS(VisualShaderNodeTextureParameterTriplanar);
	GDREGISTER_CLASS(VisualShaderNodeTexture2DArrayParameter);
	GDREGISTER_CLASS(VisualShaderNodeTexture3DParameter);
	GDREGISTER_CLASS(VisualShaderNodeCubemapParameter);
	GDREGISTER_CLASS(VisualShaderNodeLinearSceneDepth);
	GDREGISTER_CLASS(VisualShaderNodeWorldPositionFromDepth);
	GDREGISTER_CLASS(VisualShaderNodeScreenNormalWorldSpace);
	GDREGISTER_CLASS(VisualShaderNodeIf);
	GDREGISTER_CLASS(VisualShaderNodeSwitch);
	GDREGISTER_CLASS(VisualShaderNodeFresnel);
	GDREGISTER_CLASS(VisualShaderNodeExpression);
	GDREGISTER_CLASS(VisualShaderNodeGlobalExpression);
	GDREGISTER_CLASS(VisualShaderNodeIs);
	GDREGISTER_CLASS(VisualShaderNodeCompare);
	GDREGISTER_CLASS(VisualShaderNodeMultiplyAdd);
	GDREGISTER_CLASS(VisualShaderNodeBillboard);
	GDREGISTER_CLASS(VisualShaderNodeDistanceFade);
	GDREGISTER_CLASS(VisualShaderNodeProximityFade);
	GDREGISTER_CLASS(VisualShaderNodeRandomRange);
	GDREGISTER_CLASS(VisualShaderNodeRemap);
	GDREGISTER_CLASS(VisualShaderNodeRotationByAxis);
	GDREGISTER_ABSTRACT_CLASS(VisualShaderNodeVarying);
	GDREGISTER_CLASS(VisualShaderNodeVaryingSetter);
	GDREGISTER_CLASS(VisualShaderNodeVaryingGetter);
	GDREGISTER_CLASS(VisualShaderNodeSDFToScreenUV);
	GDREGISTER_CLASS(VisualShaderNodeScreenUVToSDF);