### 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
InspectorDock::get_singleton()->edit_resource(p_resource);
}
void EditorNode::save_resource_in_path(const Ref<Resource> &p_resource, const String &p_path) {
	editor_data.apply_changes_in_editors();
	if (saving_resources_in_path.has(p_resource)) {
		return;
	}
	saving_resources_in_path.insert(p_resource);
	int flg = 0;
	if (EDITOR_GET("filesystem/on_save/compress_binary_resources")) {
		flg |= ResourceSaver::FLAG_COMPRESS;
	}
	String path = ProjectSettings::get_singleton()->localize_path(p_path);
	Error err = ResourceSaver::save(p_resource, path, flg | ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS);
	if (err != OK) {
		if (ResourceLoader::is_imported(p_resource->get_path())) {
			show_accept(TTR("Imported resources can't be saved."), TTR("OK"));
		} else {
			show_accept(TTR("Error saving resource!"), TTR("OK"));
		}
		saving_resources_in_path.erase(p_resource);
		return;
	}
	((Resource *)p_resource.ptr())->set_path(path);
	saving_resources_in_path.erase(p_resource);
	_resource_saved(p_resource, path);
	emit_signal(SNAME("resource_saved"), p_resource);
	editor_data.notify_resource_saved(p_resource);
}
void EditorNode::save_resource(const Ref<Resource> &p_resource) {