### Godot version

c0d8d91

### System information

Windows 11

### Issue description

There's weird bug going on with the latest master branch. The auto completion in script editor is sorted in a wacky ways, putting sort of constants ahead of anything because it's ahead alphabetically
![image](https://github.com/godotengine/godot/assets/13846022/0f3e389e-f5d1-46b2-9f78-c215f3ad5abd)

Now compare it to my build about two weeks ago
![image](https://github.com/godotengine/godot/assets/13846022/37013cad-2e8f-4aa3-9270-0e8dfd9502ea)

Both are using the same content of 'editor_data' settings folder. And loading up the same project.

### Steps to reproduce

- Open a new blank project
- Make a new script
- Triggers any auto completion in Script Editor

### Minimal reproduction project

N/A
start_action(EditAction::ACTION_TYPING);
	Vector<int> caret_edit_order = get_caret_index_edit_order();
	for (const int &i : caret_edit_order) {
		if (p_caret != -1 && p_caret != i) {
			continue;
		}
		bool had_selection = has_selection(i);
		String selection_text = (had_selection ? get_selected_text(i) : "");
		if (had_selection) {
			delete_selection(i);
		}
		
		if (is_overtype_mode_enabled() && !had_selection) {
			
			if (get_caret_column(i) < get_line(get_caret_line(i)).length()) {
				remove_text(get_caret_line(i), get_caret_column(i), get_caret_line(i), get_caret_column(i) + 1);
			}
		}
		const char32_t chr[2] = { (char32_t)p_unicode, 0 };
		if (auto_brace_completion_enabled) {
			int cl = get_caret_line(i);
			int cc = get_caret_column(i);
			if (had_selection) {
				insert_text_at_caret(chr, i);
				String close_key = get_auto_brace_completion_close_key(chr);
				if (!close_key.is_empty()) {