### 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
for (int i = 0; i < p_class->members.size(); i++) {
		if (p_class->members[i].type == GDScriptParser::ClassNode::Member::FUNCTION) {
			const GDScriptParser::FunctionNode *function = p_class->members[i].function;
			r_funcs[function->start_line] = p_prefix.is_empty() ? String(function->identifier->name) : p_prefix + "." + String(function->identifier->name);
		} else if (p_class->members[i].type == GDScriptParser::ClassNode::Member::CLASS) {
			String new_prefix = p_class->members[i].m_class->identifier->name;
			get_function_names_recursively(p_class->members[i].m_class, p_prefix.is_empty() ? new_prefix : p_prefix + "." + new_prefix, r_funcs);
		}
	}
}
bool GDScriptLanguage::validate(const String &p_script, const String &p_path, List<String> *r_functions, List<ScriptLanguage::ScriptError> *r_errors, List<ScriptLanguage::Warning> *r_warnings, HashSet<int> *r_safe_lines) const {
	GDScriptParser parser;
	GDScriptAnalyzer analyzer(&parser);
	Error err = parser.parse(p_script, p_path, false);
	if (err == OK) {
		err = analyzer.analyze();
	}
#ifdef DEBUG_ENABLED
	if (r_warnings) {
		for (const GDScriptWarning &E : parser.get_warnings()) {
			const GDScriptWarning &warn = E;
			ScriptLanguage::Warning w;
			w.start_line = warn.start_line;
			w.end_line = warn.end_line;
			w.leftmost_column = warn.leftmost_column;
			w.rightmost_column = warn.rightmost_column;