### 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
LOOKUP_RESULT_SCRIPT_LOCATION,
		LOOKUP_RESULT_CLASS,
		LOOKUP_RESULT_CLASS_CONSTANT,
		LOOKUP_RESULT_CLASS_PROPERTY,
		LOOKUP_RESULT_CLASS_METHOD,
		LOOKUP_RESULT_CLASS_SIGNAL,
		LOOKUP_RESULT_CLASS_ENUM,
		LOOKUP_RESULT_CLASS_TBD_GLOBALSCOPE,
		LOOKUP_RESULT_CLASS_ANNOTATION,
		LOOKUP_RESULT_MAX
	};
	struct LookupResult {
		LookupResultType type;
		Ref<Script> script;
		String class_name;
		String class_member;
		String class_path;
		int location;
	};
	virtual Error lookup_code(const String &p_code, const String &p_symbol, const String &p_path, Object *p_owner, LookupResult &r_result) { return ERR_UNAVAILABLE; }