### 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
#ifdef DEV_ENABLED
				WARN_PRINT_ONCE("Entering a window while a window is hovered should never happen in DisplayServer.");
#endif 
				root->gui.windowmanager_window_over->_event_callback(DisplayServer::WINDOW_EVENT_MOUSE_EXIT);
			}
			_propagate_window_notification(this, NOTIFICATION_WM_MOUSE_ENTER);
			root->gui.windowmanager_window_over = this;
			mouse_in_window = true;
			if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_CURSOR_SHAPE)) {
				DisplayServer::get_singleton()->cursor_set_shape(DisplayServer::CURSOR_ARROW); 
			}
		} break;
		case DisplayServer::WINDOW_EVENT_MOUSE_EXIT: {
			if (!is_inside_tree()) {
				return;
			}
			Window *root = get_tree()->get_root();
			if (!root->gui.windowmanager_window_over) {
#ifdef DEV_ENABLED
				WARN_PRINT_ONCE("Exiting a window while no window is hovered should never happen in DisplayServer.");
#endif 
				return;
			}
			mouse_in_window = false;
			root->gui.windowmanager_window_over->_mouse_leave_viewport();
			root->gui.windowmanager_window_over = nullptr;
			_propagate_window_notification(this, NOTIFICATION_WM_MOUSE_EXIT);
		} break;
		case DisplayServer::WINDOW_EVENT_FOCUS_IN: {
			focused = true;