### 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)
} 
		case FT_PIXEL_MODE_LCD: {
			color_size = 4;
			w /= 3;
		} 
		case FT_PIXEL_MODE_LCD_V: {
			color_size = 4;
			h /= 3;
		} 
	}
	int mw = w + p_rect_margin * 4;
	int mh = h + p_rect_margin * 4;
	ERR_FAIL_COND_V(mw > 4096, FontGlyph());
	ERR_FAIL_COND_V(mh > 4096, FontGlyph());
	Image::Format require_format = color_size == 4 ? Image::FORMAT_RGBA8 : Image::FORMAT_LA8;
	FontTexturePosition tex_pos = find_texture_pos_for_glyph(p_data, color_size, require_format, mw, mh, false);
	ERR_FAIL_COND_V(tex_pos.index < 0, FontGlyph());
	
	ShelfPackTexture &tex = p_data->textures.write[tex_pos.index];
	{
		uint8_t *wr = tex.imgdata.ptrw();
		for (int i = 0; i < h; i++) {
			for (int j = 0; j < w; j++) {
				int ofs = ((i + tex_pos.y + p_rect_margin * 2) * tex.texture_w + j + tex_pos.x + p_rect_margin * 2) * color_size;
				ERR_FAIL_COND_V(ofs >= tex.imgdata.size(), FontGlyph());
				switch (bitmap.pixel_mode) {
					case FT_PIXEL_MODE_MONO: {
						int byte = i * bitmap.pitch + (j >> 3);
						int bit = 1 << (7 - (j % 8));
						wr[ofs + 0] = 255;