### 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)
} 
			case HB_OT_NAME_ID_DESIGNER_URL: {
				name = "designer_url";
			} 
			case HB_OT_NAME_ID_LICENSE: {
				name = "license";
			} 
			case HB_OT_NAME_ID_LICENSE_URL: {
				name = "license_url";
			} 
			case HB_OT_NAME_ID_TYPOGRAPHIC_FAMILY: {
				name = "typographic_family_name";
			} 
			case HB_OT_NAME_ID_TYPOGRAPHIC_SUBFAMILY: {
				name = "typographic_subfamily_name";
			} 
			case HB_OT_NAME_ID_MAC_FULL_NAME: {
				name = "full_name_macos";
			} 
			case HB_OT_NAME_ID_SAMPLE_TEXT: {
				name = "sample_text";
			} 
			case HB_OT_NAME_ID_CID_FINDFONT_NAME: {
				name = "cid_findfont_name";
			} 
			case HB_OT_NAME_ID_WWS_FAMILY: {
				name = "weight_width_slope_family_name";
			} 
			case HB_OT_NAME_ID_WWS_SUBFAMILY: {
				name = "weight_width_slope_subfamily_name";