### 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
Dictionary floating_docks_dump = p_layout->get_value(p_section, "dock_floating", Dictionary());
	bool restore_window_on_load = EDITOR_GET("interface/multi_window/restore_windows_on_load");
	for (int i = 0; i < DOCK_SLOT_MAX; i++) {
		if (!p_layout->has_section_key(p_section, "dock_" + itos(i + 1))) {
			continue;
		}
		Vector<String> names = String(p_layout->get_value(p_section, "dock_" + itos(i + 1))).split(",");
		for (int j = names.size() - 1; j >= 0; j--) {
			String name = names[j];
			
			int atidx = -1;
			Control *node = nullptr;
			for (int k = 0; k < DOCK_SLOT_MAX; k++) {
				if (!dock_slot[k]->has_node(name)) {
					continue;
				}
				node = Object::cast_to<Control>(dock_slot[k]->get_node(name));
				if (!node) {
					continue;
				}
				atidx = k;
				break;
			}
			if (atidx == -1) {
				
				for (WindowWrapper *wrapper : floating_docks) {
					if (wrapper->get_meta("dock_name") == name) {
						if (restore_window_on_load && floating_docks_dump.has(name)) {
							_restore_floating_dock(floating_docks_dump[name], wrapper, i);
						} else {