### 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 (data.expand == p_ratio) {
		return;
	}
	data.expand = p_ratio;
	emit_signal(SceneStringNames::get_singleton()->size_flags_changed);
}
real_t Control::get_stretch_ratio() const {
	ERR_READ_THREAD_GUARD_V(0);
	return data.expand;
}
void Control::_call_gui_input(const Ref<InputEvent> &p_event) {
	if (p_event->get_device() != InputEvent::DEVICE_ID_INTERNAL) {
		emit_signal(SceneStringNames::get_singleton()->gui_input, p_event); 
	}
	if (!is_inside_tree() || get_viewport()->is_input_handled()) {
		return; 
	}
	if (p_event->get_device() != InputEvent::DEVICE_ID_INTERNAL) {
		GDVIRTUAL_CALL(_gui_input, p_event);
	}
	if (!is_inside_tree() || get_viewport()->is_input_handled()) {
		return; 
	}
	gui_input(p_event);
}
void Control::gui_input(const Ref<InputEvent> &p_event) {