### 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
public:
	virtual bool set(const StringName &p_name, const Variant &p_value) = 0;
	virtual bool get(const StringName &p_name, Variant &r_ret) const = 0;
	virtual void get_property_list(List<PropertyInfo> *p_properties) const = 0;
	virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const = 0;
	virtual bool property_can_revert(const StringName &p_name) const = 0;
	virtual bool property_get_revert(const StringName &p_name, Variant &r_ret) const = 0;
	virtual Object *get_owner() { return nullptr; }
	virtual void get_property_state(List<Pair<StringName, Variant>> &state);
	virtual void get_method_list(List<MethodInfo> *p_list) const = 0;
	virtual bool has_method(const StringName &p_method) const = 0;
	virtual Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) = 0;
	template <typename... VarArgs>
	Variant call(const StringName &p_method, VarArgs... p_args) {