### 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
HashMap<StringName, Variant> modified_property_map;
	List<PropertyInfo> pinfo;
	p_node->get_property_list(&pinfo);
	for (const PropertyInfo &E : pinfo) {
		if (E.usage & PROPERTY_USAGE_STORAGE) {
			bool is_valid_revert = false;
			Variant revert_value = EditorPropertyRevert::get_property_revert_value(p_node, E.name, &is_valid_revert);
			Variant current_value = p_node->get(E.name);
			if (is_valid_revert) {
				if (PropertyUtils::is_property_value_different(current_value, revert_value)) {
					modified_property_map[E.name] = current_value;
				}
			}
		}
	}
	return modified_property_map;
}
void EditorNode::update_ownership_table_for_addition_node_ancestors(Node *p_current_node, HashMap<Node *, Node *> &p_ownership_table) {
	p_ownership_table.insert(p_current_node, p_current_node->get_owner());
	for (int i = 0; i < p_current_node->get_child_count(); i++) {
		Node *child = p_current_node->get_child(i);
		update_ownership_table_for_addition_node_ancestors(child, p_ownership_table);
	}
}
void EditorNode::update_diff_data_for_node(