### 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
_THREAD_SAFE_METHOD_
	if (p_value.get_type() == Variant::NIL) {
		props.erase(p_name);
		if (p_name.operator String().begins_with("autoload/")) {
			String node_name = p_name.operator String().split("/")[1];
			if (autoloads.has(node_name)) {
				remove_autoload(node_name);
			}
		}
	} else {
		if (p_name == CoreStringNames::get_singleton()->_custom_features) {
			Vector<String> custom_feature_array = String(p_value).split(",");
			for (int i = 0; i < custom_feature_array.size(); i++) {
				custom_features.insert(custom_feature_array[i]);
			}
			_queue_changed();
			return true;
		}
		{ 
			int dot = p_name.operator String().find(".");
			if (dot != -1) {
				Vector<String> s = p_name.operator String().split(".");
				for (int i = 1; i < s.size(); i++) {
					String feature = s[i].strip_edges();
					Pair<StringName, StringName> feature_override(feature, p_name);