### 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)
const Vector<SystemFontCacheRec> &sysf_cache = E.value.var;
		for (const SystemFontCacheRec &F : sysf_cache) {
			_free_rid(F.rid);
		}
	}
	system_fonts.clear();
	system_font_data.clear();
}
TextServerAdvanced::~TextServerAdvanced() {
	_bmp_free_font_funcs();
#ifdef MODULE_FREETYPE_ENABLED
	if (ft_library != nullptr) {
		FT_Done_FreeType(ft_library);
	}
#endif
	if (sc_spoof != nullptr) {
		uspoof_close(sc_spoof);
		sc_spoof = nullptr;
	}
	if (sc_conf != nullptr) {
		uspoof_close(sc_conf);
		sc_conf = nullptr;
	}
	if (allowed != nullptr) {
		uset_close(allowed);
		allowed = nullptr;
	}
	std::atexit(u_cleanup);
}