### 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)
const  lang = (p_language.is_empty()) ? TranslationServer::get_singleton()->get_tool_locale() : p_language;
	String res = p_string;
	for (int i = 0; i < num_systems.size(); i++) {
		if (num_systems[i].lang.has(lang)) {
			if (num_systems[i].digits.is_empty()) {
				return p_string;
			}
			res.replace("e", num_systems[i].exp);
			res.replace("E", num_systems[i].exp);
			char32_t *data = res.ptrw();
			for (int j = 0; j < res.length(); j++) {
				if (data[j] >= 0x30 && data[j] <= 0x39) {
					data[j] = num_systems[i].digits[data[j] - 0x30];
				} else if (data[j] == '.' || data[j] == ',') {
					data[j] = num_systems[i].digits[10];
				}
			}
			
		}
	}
	return res;
}
String TextServerAdvanced::_parse_number(const String &p_string, const String &p_language) const {