### 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
lines_edited_from = 0;
	lines_edited_to = 9999;
	_text_changed();
}
void CodeEdit::_text_changed() {
	if (lines_edited_from == -1) {
		return;
	}
	int lc = get_line_count();
	line_number_digits = 1;
	while (lc /= 10) {
		line_number_digits++;
	}
	if (theme_cache.font.is_valid()) {
		set_gutter_width(line_number_gutter, (line_number_digits + 1) * theme_cache.font->get_char_size('0', theme_cache.font_size).width);
	}
	lc = get_line_count();
	List<int> breakpoints;
	for (const KeyValue<int, bool> &E : breakpointed_lines) {
		breakpoints.push_back(E.key);
	}
	for (const int &line : breakpoints) {
		if (line < lines_edited_from || (line < lc && is_line_breakpointed(line))) {
			continue;
		}
		breakpointed_lines.erase(line);
		emit_signal(SNAME("breakpoint_toggled"), line);
		int next_line = line + lines_edited_changed;
		if (next_line > -1 && next_line < lc && is_line_breakpointed(next_line)) {