### 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
ERR_MAIN_THREAD_GUARD;
	if (embedder) {
		embedder->_sub_window_grab_focus(this);
	} else if (window_id != DisplayServer::INVALID_WINDOW_ID) {
		DisplayServer::get_singleton()->window_move_to_foreground(window_id);
	}
}
bool Window::has_focus() const {
	ERR_READ_THREAD_GUARD_V(false);
	if (window_id != DisplayServer::INVALID_WINDOW_ID) {
		return DisplayServer::get_singleton()->window_is_focused(window_id);
	}
	return focused;
}
Rect2i Window::get_usable_parent_rect() const {
	ERR_READ_THREAD_GUARD_V(Rect2i());
	ERR_FAIL_COND_V(!is_inside_tree(), Rect2());
	Rect2i parent_rect;
	if (is_embedded()) {
		parent_rect = get_embedder()->get_visible_rect();
	} else {
		const Window *w = is_visible() ? this : get_parent_visible_window();
		
		ERR_FAIL_NULL_V(w, Rect2());
		parent_rect = DisplayServer::get_singleton()->screen_get_usable_rect(DisplayServer::get_singleton()->window_get_current_screen(w->get_window_id()));
	}
	return parent_rect;
}
void Window::add_child_notify(Node *p_child) {