### 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)
p_shaped->valid = false;
	p_shaped->sort_valid = false;
	p_shaped->line_breaks_valid = false;
	p_shaped->justification_ops_valid = false;
	p_shaped->text_trimmed = false;
	p_shaped->ascent = 0.0;
	p_shaped->descent = 0.0;
	p_shaped->width = 0.0;
	p_shaped->upos = 0.0;
	p_shaped->uthk = 0.0;
	p_shaped->glyphs.clear();
	p_shaped->glyphs_logical.clear();
	p_shaped->overrun_trim_data = TrimData();
	p_shaped->utf16 = Char16String();
	for (int i = 0; i < p_shaped->bidi_iter.size(); i++) {
		ubidi_close(p_shaped->bidi_iter[i]);
	}
	p_shaped->bidi_iter.clear();
	if (p_text) {
		if (p_shaped->script_iter != nullptr) {
			memdelete(p_shaped->script_iter);
			p_shaped->script_iter = nullptr;
		}
		p_shaped->break_ops_valid = false;
		p_shaped->chars_valid = false;
		p_shaped->js_ops_valid = false;
	}
}
void TextServerAdvanced::full_copy(ShapedTextDataAdvanced *p_shaped) {