### 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
Object *owner = nullptr;
	List<PropertyInfo> properties;
	HashMap<StringName, Variant> values;
	HashMap<StringName, Variant> constants;
	ScriptLanguage *language = nullptr;
	Ref<Script> script;
public:
	virtual bool set(const StringName &p_name, const Variant &p_value) override;
	virtual bool get(const StringName &p_name, Variant &r_ret) const override;
	virtual void get_property_list(List<PropertyInfo> *p_properties) const override;
	virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const override;
	virtual bool property_can_revert(const StringName &p_name) const override { return false; };