### Godot version

16a93563bf

### System information

macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

As tittle says some properties are badly located as location others whoch means they are put way below others. One of such example is the property `texture` of `Sprite2D`.

### Steps to reproduce

in any script write 
```
var sprite : Sprite2D
sprite.text
```
and autocomplete at the end texture will appears below a lot of other signal and constants starting with texture which should come afterward

### Minimal reproduction project

N/A
if (p_context.base == nullptr) {
		return false;
	}
	const GDScriptParser::GetNodeNode *get_node = nullptr;
	switch (p_subscript->base->type) {
		case GDScriptParser::Node::GET_NODE: {
			get_node = static_cast<GDScriptParser::GetNodeNode *>(p_subscript->base);
		} break;
		case GDScriptParser::Node::IDENTIFIER: {
			const GDScriptParser::IdentifierNode *identifier_node = static_cast<GDScriptParser::IdentifierNode *>(p_subscript->base);
			switch (identifier_node->source) {
				case GDScriptParser::IdentifierNode::Source::MEMBER_VARIABLE: {
					if (p_context.current_class != nullptr) {
						const StringName &member_name = identifier_node->name;
						const GDScriptParser::ClassNode *current_class = p_context.current_class;
						if (current_class->has_member(member_name)) {
							const GDScriptParser::ClassNode::Member &member = current_class->get_member(member_name);
							if (member.type == GDScriptParser::ClassNode::Member::VARIABLE) {
								const GDScriptParser::VariableNode *variable = static_cast<GDScriptParser::VariableNode *>(member.variable);
								if (variable->initializer && variable->initializer->type == GDScriptParser::Node::GET_NODE) {
									get_node = static_cast<GDScriptParser::GetNodeNode *>(variable->initializer);
								}
							}
						}
					}
				} break;
				case GDScriptParser::IdentifierNode::Source::LOCAL_VARIABLE: {
					if (identifier_node->next != nullptr && identifier_node->next->type == GDScriptParser::ClassNode::Node::GET_NODE) {