### 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
virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const = 0;
	virtual void add_global_constant(const StringName &p_variable, const Variant &p_value) = 0;
	virtual void add_named_global_constant(const StringName &p_name, const Variant &p_value) {}
	virtual void remove_named_global_constant(const StringName &p_name) {}
	
	
	virtual void thread_enter() {}
	virtual void thread_exit() {}
	
	struct StackInfo {
		String file;
		String func;
		int line;
	};
	virtual String debug_get_error() const = 0;
	virtual int debug_get_stack_level_count() const = 0;
	virtual int debug_get_stack_level_line(int p_level) const = 0;
	virtual String debug_get_stack_level_function(int p_level) const = 0;
	virtual String debug_get_stack_level_source(int p_level) const = 0;
	virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1) = 0;
	virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1) = 0;
	virtual ScriptInstance *debug_get_stack_level_instance(int p_level) { return nullptr; }