### 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)
msdfgen::Shape shape;
	shape.contours.clear();
	shape.inverseYAxis = false;
	MSContext context = {};
	context.shape = &shape;
	FT_Outline_Funcs ft_functions;
	ft_functions.move_to = &ft_move_to;
	ft_functions.line_to = &ft_line_to;
	ft_functions.conic_to = &ft_conic_to;
	ft_functions.cubic_to = &ft_cubic_to;
	ft_functions.shift = 0;
	ft_functions.delta = 0;
	int error = FT_Outline_Decompose(outline, &ft_functions, &context);
	ERR_FAIL_COND_V_MSG(error, FontGlyph(), "FreeType: Outline decomposition error: '" + String(FT_Error_String(error)) + "'.");
	if (!shape.contours.empty() && shape.contours.back().edges.empty()) {
		shape.contours.pop_back();
	}
	if (FT_Outline_Get_Orientation(outline) == 1) {
		for (int i = 0; i < (int)shape.contours.size(); ++i) {
			shape.contours[i].reverse();
		}
	}
	shape.inverseYAxis = true;
	shape.normalize();
	msdfgen::Shape::Bounds bounds = shape.getBounds(p_pixel_range);