### 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
if (!code_completion_active) {
		return;
	}
	code_completion_forced = false;
	code_completion_active = false;
	is_code_completion_drag_started = false;
	queue_redraw();
}
void CodeEdit::set_line_length_guidelines(TypedArray<int> p_guideline_columns) {
	line_length_guideline_columns = p_guideline_columns;
	queue_redraw();
}
TypedArray<int> CodeEdit::get_line_length_guidelines() const {
	return line_length_guideline_columns;
}
void CodeEdit::set_symbol_lookup_on_click_enabled(bool p_enabled) {
	symbol_lookup_on_click_enabled = p_enabled;
	set_symbol_lookup_word_as_valid(false);
}
bool CodeEdit::is_symbol_lookup_on_click_enabled() const {