### 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
Error err;
	Ref<FileAccess> file = FileAccess::open(p_file, FileAccess::WRITE, &err);
	ERR_FAIL_COND_V_MSG(err != OK, err, "Couldn't save project.binary at " + p_file + ".");
	uint8_t hdr[4] = { 'E', 'C', 'F', 'G' };
	file->store_buffer(hdr, 4);
	int count = 0;
	for (const KeyValue<String, List<String>> &E : p_props) {
		count += E.value.size();
	}
	if (!p_custom_features.is_empty()) {
		
		file->store_32(count + 1);
		String key = CoreStringNames::get_singleton()->_custom_features;
		file->store_pascal_string(key);
		int len;
		err = encode_variant(p_custom_features, nullptr, len, false);
		ERR_FAIL_COND_V(err != OK, err);
		Vector<uint8_t> buff;
		buff.resize(len);
		err = encode_variant(p_custom_features, buff.ptrw(), len, false);
		ERR_FAIL_COND_V(err != OK, err);
		file->store_32(len);
		file->store_buffer(buff.ptr(), buff.size());
	} else {