### 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)
}
#endif
	if (!_ensure_glyph(fd, size, index)) {
		return; 
	}
	const FontGlyph &gl = fd->cache[size]->glyph_map[index];
	if (gl.found) {
		ERR_FAIL_COND(gl.texture_idx < -1 || gl.texture_idx >= fd->cache[size]->textures.size());
		if (gl.texture_idx != -1) {
			Color modulate = p_color;
#ifdef MODULE_FREETYPE_ENABLED
			if (fd->cache[size]->face && (fd->cache[size]->textures[gl.texture_idx].format == Image::FORMAT_RGBA8) && !lcd_aa && !fd->msdf) {
				modulate.r = modulate.g = modulate.b = 1.0;
			}
#endif
			if (RenderingServer::get_singleton() != nullptr) {
				if (fd->cache[size]->textures[gl.texture_idx].dirty) {
					ShelfPackTexture &tex = fd->cache[size]->textures.write[gl.texture_idx];
					Ref<Image> img = Image::create_from_data(tex.texture_w, tex.texture_h, false, tex.format, tex.imgdata);
					if (fd->mipmaps) {
						img->generate_mipmaps();
					}
					if (tex.texture.is_null()) {
						tex.texture = ImageTexture::create_from_image(img);
					} else {
						tex.texture->update(img);
					}
					tex.dirty = false;
				}
				RID texture = fd->cache[size]->textures[gl.texture_idx].texture->get_rid();