### Godot version

v4.2.dev4.official [549fcce5f]

### System information

Ubuntu 20.04 LTS

### Issue description

See title.

### Steps to reproduce

1. Create a new project
2. Create a csv file that includes the following
```
key,ar
key,placeholder
```
3. Add the generated `.translation` file to Project -> Project Settings... -> Localization
4. In Project -> Project Settings... -> Internationalization -> Locale, set `Test` to `ar`
5. Add a `LineEdit` node and type `-=[]{}`
6. Run the project, and notice that the text is on the right side, but the symbols are incorrectly in LTR (`-=[]{}`).  Correct output is `{}[]=-`
7. Back in the editor, add a single Arabic letter (any will do), and notice that `LineEdit` immediately (and correctly) flips the symbols, and the newly-added Arabic letter, to RTL.

**Notes**
- Identical behavior is seen with `TextEdit`.
- The purpose of steps 2-4 are to simulate an Arabic environment when the project is run, despite `OS.get_locale() == "en"` (or your system's current language).

### Minimal reproduction project

[rtlsymbols.zip](https://github.com/godotengine/godot/files/12525509/rtlsymbols.zip)
if (score >= best_score) {
							best_score = score;
							best_match = face_idx;
						}
						if (best_score == 70) {
							
						}
					}
					if (best_match == -1) {
						_free_rid(sysf.rid);
						continue;
					} else {
						_font_set_face_index(sysf.rid, best_match);
					}
					sysf.index = best_match;
					
					if (best_score != 70) {
						Dictionary ftr = _font_supported_variation_list(sysf.rid);
						if (ftr.has(wdth_tag)) {
							var[wdth_tag] = font_stretch;
							_font_set_stretch(sysf.rid, font_stretch);
						}
						if (ftr.has(wgth_tag)) {
							var[wgth_tag] = font_weight;
							_font_set_weight(sysf.rid, font_weight);
						}
						if ((font_style & TextServer::FONT_ITALIC) && ftr.has(ital_tag)) {
							var[ital_tag] = 1;
							_font_set_style(sysf.rid, _font_get_style(sysf.rid) | TextServer::FONT_ITALIC);
						}