### 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 (!is_editable()) {
		return;
	}
	if (has_selection(p_caret)) {
		delete_selection(p_caret);
		return;
	}
	begin_complex_operation();
	Vector<int> caret_edit_order = get_caret_index_edit_order();
	for (const int &i : caret_edit_order) {
		if (p_caret != -1 && p_caret != i) {
			continue;
		}
		int cc = get_caret_column(i);
		int cl = get_caret_line(i);
		if (cc == 0 && cl == 0) {
			continue;
		}
		if (cl > 0 && _is_line_hidden(cl - 1)) {
			unfold_line(get_caret_line(i) - 1);
		}
		int prev_line = cc ? cl : cl - 1;
		int prev_column = cc ? (cc - 1) : (get_line(cl - 1).length());
		merge_gutters(prev_line, cl);
		if (auto_brace_completion_enabled && cc > 0) {