### 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)
bool rewrite = false;
	int sd_shift = 0;
	int sd_size = sd->glyphs.size();
	Glyph *sd_glyphs = sd->glyphs.ptrw();
	Glyph *sd_glyphs_new = nullptr;
	if (sd->break_inserts > 0) {
		glyphs_new.resize(sd->glyphs.size() + sd->break_inserts);
		sd_glyphs_new = glyphs_new.ptrw();
		rewrite = true;
	} else {
		sd_glyphs_new = sd_glyphs;
	}
	sd->sort_valid = false;
	sd->glyphs_logical.clear();
	const char32_t *ch = sd->text.ptr();
	int c_punct_size = sd->custom_punct.length();
	const char32_t *c_punct = sd->custom_punct.ptr();
	for (int i = 0; i < sd_size; i++) {
		if (rewrite) {
			for (int j = 0; j < sd_glyphs[i].count; j++) {
				sd_glyphs_new[sd_shift + i + j] = sd_glyphs[i + j];
			}
		}
		if (sd_glyphs[i].count > 0) {
			char32_t c = ch[sd_glyphs[i].start - sd->start];
			if (c == 0xfffc) {
				i += (sd_glyphs[i].count - 1);
				continue;
			}
			if (c == 0x0009 || c == 0x000b) {