### 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
msg->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
	msg->set_custom_minimum_size(Size2(200, 0) * EDSCALE);
	vb->add_child(msg);
	// Renderer selection.
	renderVBoxContainer);
	vb->add_child(renderer_container);
	l = memnew(Label);
	l->set_text(TTR("Renderer:"));
	renderer_container->add_child(l);
	HBoxContainer *rshc = memnew(HBoxContainer);
	renderer_container->add_child(rshc);
	renderer_button_group.instantiate();
	// Left hand side, used for checkboxes to select renderer.
	Container *rvb = memnew(VBoxContainer);
	rshc->add_child(rvb);
	String default_renderer_type = "forward_plus";
	if (EdorSeteton()->has_setting("project_manager/default_renderer")) {
		default_renderer_type = EdorSeteton()->get_setting("project_manager/default_renderer");
	}
	Button *rs_button = memnew(CheckBox);
	rs_button->set_button_group(renderer_button_group);
	rs_button->set_text(TTR("Forward+"));
#if defined(WEB_ENABLED)
	rs_button->set_disabled(true);
#endif
	rs_button->set_meta(SNAME("rendering_method"), "forward_plus");
	rs_button->connect("pressed", callable_mp(this, &ProjectDialog::_renderer_selected));
	rvb->add_child(rs_button);
	if (default_renderer_type == "forward_plus") {
		rs_button->set_pressed(true);