### Godot version

16a93563bf

### System information

macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

As tittle says some properties are badly located as location others whoch means they are put way below others. One of such example is the property `texture` of `Sprite2D`.

### Steps to reproduce

in any script write 
```
var sprite : Sprite2D
sprite.text
```
and autocomplete at the end texture will appears below a lot of other signal and constants starting with texture which should come afterward

### Minimal reproduction project

N/A
if (GDScriptParser::get_builtin_type(call->function_name) < Variant::VARIANT_MAX) {
					r_type.type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT;
					r_type.type.kind = GDScriptParser::DataType::BUILTIN;
					r_type.type.builtin_type = GDScriptParser::get_builtin_type(call->function_name);
					found = true;
					break;
				} else if (GDScriptUtilityFunctions::function_exists(call->function_name)) {
					MethodInfo mi = GDScriptUtilityFunctions::get_function_info(call->function_name);
					r_type = _type_from_property(mi.return_val);
					found = true;
					break;
				} else {
					GDScriptParser::CompletionContext c = p_context;
					c.current_line = call->start_line;
					GDScriptParser::Node::Type callee_type = call->get_callee_type();
					GDScriptCompletionIdentifier base;
					if (callee_type == GDScriptParser::Node::IDENTIFIER || call->is_super) {
						
						if (p_context.current_class) {
							if (call->is_super) {
								base.type = p_context.current_class->base_type;
								base.value = p_context.base;
							} else {
								base.type.kind = GDScriptParser::DataType::CLASS;
								base.type.type_source = GDScriptParser::DataType::INFERRED;
								base.type.is_constant = true;
								base.type.class_type = p_context.current_class;
								base.value = p_context.base;
							}
						} else {