### 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 ((sd_glyphs[j].start >= bidi_run_start) && (sd_glyphs[j].end <= bidi_run_end)) {
						
						Glyph gl = sd_glyphs[j];
						Variant key;
						bool find_embedded = false;
						if (gl.count == 1) {
							for (const KeyValue<Variant, ShapedTextDataAdvanced::EmbeddedObject> &E : p_sd->objects) {
								if (E.value.pos == gl.start) {
									find_embedded = true;
									key = E.key;
									p_new_sd->objects[key] = E.value;
									
								}
							}
						}
						if (find_embedded) {
							if (p_new_sd->orientation == ORIENTATION_HORIZONTAL) {
								p_new_sd->objects[key].rect.position.x = p_new_sd->width;
								p_new_sd->width += p_new_sd->objects[key].rect.size.x;
							} else {
								p_new_sd->objects[key].rect.position.y = p_new_sd->width;
								p_new_sd->width += p_new_sd->objects[key].rect.size.y;
							}
						} else {
							if (gl.font_rid.is_valid()) {
								if (p_new_sd->orientation == ORIENTATION_HORIZONTAL) {
									p_new_sd->ascent = MAX(p_new_sd->ascent, MAX(_font_get_ascent(gl.font_rid, gl.font_size) + _font_get_spacing(gl.font_rid, SPACING_TOP), -gl.y_off));
									p_new_sd->descent = MAX(p_new_sd->descent, MAX(_font_get_descent(gl.font_rid, gl.font_size) + _font_get_spacing(gl.font_rid, SPACING_BOTTOM), gl.y_off));
								} else {
									p_new_sd->ascent = MAX(p_new_sd->ascent, Math::round(_font_get_glyph_advance(gl.font_rid, gl.font_size, gl.index).x * 0.5));