### 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)
word_length = 0;
		} else if (c == 0xfffc) {
			continue;
		} else if ((u_ispunct(c) && c != 0x005F) || is_underscore(c) || c == '\t' || is_whitespace(c)) {
			// A whitespace ends current word.
			if (word_length > 0) {
				line_end = i - 1;
				word_start = -1;
				word_length = 0;
			}
		} else if (breaks.has(i)) {
			// End current word, no space.
			if (word_length > 0) {
				line_end = i;
				word_start = i + 1;
				word_length = 0;
			}
			if (p_chars_per_line <= 0) {
				ret.push_back(line_start);
				);
				line_start = word_start;
				line_end = line_start;
			}
		} else {
			if (word_start == -1) {
				word_start = i;
				if (p_chars_per_line <= 0) {
					ret.push_back(line_start);
					);
					line_start = word_start;