### 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
TypedArray<String> prefixes;
	for (const char32_t &E : code_completion_prefixes) {
		prefixes.push_back(String::chr(E));
	}
	return prefixes;
}
String CodeEdit::get_text_for_code_completion() const {
	StringBuilder completion_text;
	const int text_size = get_line_count();
	for (int i = 0; i < text_size; i++) {
		String line = get_line(i);
		if (i == get_caret_line()) {
			completion_text += line.substr(0, get_caret_column());
			
			completion_text += String::chr(0xFFFF);
			completion_text += line.substr(get_caret_column(), line.size());
		} else {
			completion_text += line;
		}
		if (i != text_size - 1) {
			completion_text += "\n";
		}
	}
	return completion_text.as_string();
}
void CodeEdit::request_code_completion(bool p_force) {