### 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
break;
		}
		region = E.value;
	}
	
	if (region != -1 && end_position.x != -1 && (delimiters[region].line_only || end_position.x != get_line(p_line).length() + 1)) {
		end_position.y = p_line;
		return end_position;
	}
	
	if (region == -1) {
		end_position.x = -1;
		return end_position;
	}
	
	for (int i = p_line + 1; i < get_line_count(); i++) {
		if (delimiter_cache[i].size() < 1 || delimiter_cache[i].front()->value() != -1) {
			continue;
		}
		end_position.x = delimiter_cache[i].front()->key();
		
		if (get_line(i).length() > 0 && end_position.x != get_line(i).length() + 1) {
			end_position.y = i;
			break;
		}
		end_position.x = -1;
	}
	return end_position;
}
void CodeEdit::set_code_hint(const String &p_hint) {