### 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
mutable Mode mode = MODE_WINDOWED;
	mutable bool flags[FLAG_MAX] = {};
	bool visible = true;
	bool focused = false;
	WindowInitialPosition initial_position = WINDOW_INITIAL_POSITION_ABSOLUTE;
	bool use_font_oversampling = false;
	bool transient = false;
	bool exclusive = false;
	bool wrap_controls = false;
	bool updating_child_controls = false;
	bool updating_embedded_window = false;
	bool clamp_to_embedder = false;
	bool unparent_when_invisible = false;
	bool keep_title_visible = false;
	LayoutDirection layout_dir = LAYOUT_DIRECTION_INHERITED;
	bool auto_translate = true;
	void _update_child_controls();
	void _update_embedded_window();
	Size2i content_scale_size;
	ContentScaleMode content_scale_mode = CONTENT_SCALE_MODE_DISABLED;
	ContentScaleAspect content_scale_aspect = CONTENT_SCALE_ASPECT_IGNORE;
	ContentScaleStretch content_scale_stretch = CONTENT_SCALE_STRETCH_FRACTIONAL;
	real_t content_scale_factor = 1.0;
	void _make_window();
	void _clear_window();
	void _update_from_window();
	bool _try_parent_dialog(Node *p_from_node);
	Size2i max_size_used;
	Size2i _clamp_limit_size(const Size2i &p_limit_size);
	Size2i _clamp_window_size(const Size2i &p_size);