### 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
screen_size.y = video_mode.x / viewport_aspect;
			}
		}
		screen_size = screen_size.floor();
		viewport_size = viewport_size.floor();
		if (content_scale_stretch == Window::CONTENT_SCALE_STRETCH_INTEGER) {
			Size2i screen_scale = (screen_size / viewport_size).floor();
			int scale_factor = MIN(screen_scale.x, screen_scale.y);
			if (scale_factor < 1) {
				scale_factor = 1;
			}
			screen_size = viewport_size * scale_factor;
		}
		Size2 margin;
		Size2 offset;
		if (screen_size.x < video_mode.x) {
			margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
			offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
		}
		if (screen_size.y < video_mode.y) {
			margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
			offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
		}
		switch (content_scale_mode) {
			case CONTENT_SCALE_MODE_DISABLED: {
				
				
			} break;
			case CONTENT_SCALE_MODE_CANVAS_ITEMS: {
				final_size = screen_size;