### 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 (is_inside_tree() && window_id != DisplayServer::MAIN_WINDOW_ID) {
		ERR_FAIL_MSG("Only the root window can set and use font oversampling.");
	}
	use_font_oversampling = p_oversampling;
	_update_viewport_size();
}
bool Window::is_using_font_oversampling() const {
	ERR_READ_THREAD_GUARD_V(false);
	return use_font_oversampling;
}
DisplayServer::WindowID Window::get_window_id() const {
	ERR_READ_THREAD_GUARD_V(DisplayServer::INVALID_WINDOW_ID);
	if (embedder) {
		return parent->get_window_id();
	}
	return window_id;
}
void Window::set_mouse_passthrough_polygon(const Vector<Vector2> &p_region) {
	ERR_MAIN_THREAD_GUARD;
	mpath = p_region;
	if (window_id == DisplayServer::INVALID_WINDOW_ID) {
		return;
	}
	DisplayServer::get_singleton()->window_set_mouse_passthrough(mpath, window_id);
}
Vector<Vector2> Window::get_mouse_passthrough_polygon() const {
	return mpath;
}
void Window::set_wrap_controls(bool p_enable) {