### 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
Window *parent_window = nullptr;
		CanvasItem *parent_canvas_item = nullptr;
		Callable forward_drag;
		Callable forward_can_drop;
		Callable forward_drop;
		
		LayoutMode stored_layout_mode = LayoutMode::LAYOUT_MODE_POSITION;
		bool stored_use_custom_anchors = false;
		real_t offset[4] = { 0.0, 0.0, 0.0, 0.0 };
		real_t anchor[4] = { ANCHOR_BEGIN, ANCHOR_BEGIN, ANCHOR_BEGIN, ANCHOR_BEGIN };
		FocusMode focus_mode = FOCUS_NONE;
		GrowDirection h_grow = GROW_DIRECTION_END;
		GrowDirection v_grow = GROW_DIRECTION_END;
		real_t rotation = 0.0;
		Vector2 scale = Vector2(1, 1);
		Vector2 pivot_offset;
		Point2 pos_cache;
		Size2 size_cache;
		Size2 minimum_size_cache;
		bool minimum_size_valid = false;
		Size2 last_minimum_size;
		bool updating_last_minimum_size = false;
		bool block_minimum_size_adjust = false;
		bool size_warning = true;
		
		BitField<SizeFlags> h_size_flags = SIZE_FILL;
		BitField<SizeFlags> v_size_flags = SIZE_FILL;
		real_t expand = 1.0;
		Point2 custom_minimum_size;