### 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
for (int i = 0; i < get_gutter_count(); i++) {
		if (get_gutter_name(i) == "main_gutter") {
			main_gutter = i;
			continue;
		}
		if (get_gutter_name(i) == "line_numbers") {
			line_number_gutter = i;
			continue;
		}
		if (get_gutter_name(i) == "fold_gutter") {
			fold_gutter = i;
			continue;
		}
	}
}
void CodeEdit::_update_delimiter_cache(int p_from_line, int p_to_line) {
	if (delimiters.size() == 0) {
		return;
	}
	int line_count = get_line_count();
	if (p_to_line == -1) {
		p_to_line = line_count;
	}
	int start_line = MIN(p_from_line, p_to_line);
	int end_line = MAX(p_from_line, p_to_line);
	
	if (start_line != end_line) {