### 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
template <typename T>
class TypedArray;
typedef void (*ScriptEditRequestFunction)(const String &p_path);
class ScriptServer {
	enum {
		MAX_LANGUAGES = 16
	};
	static ScriptLanguage *_languages[MAX_LANGUAGES];
	static int _language_count;
	static bool scripting_enabled;
	static bool reload_scripts_on_save;
	static bool languages_finished;
	struct GlobalScriptClass {
		StringName language;
		String path;
		StringName base;
	};
	static HashMap<StringName, GlobalScriptClass> global_classes;
	static HashMap<StringName, Vector<StringName>> inheriters_cache;
	static bool inheriters_cache_dirty;
public:
	static ScriptEditRequestFunction edit_request_func;
	static void set_scripting_enabled(bool p_enabled);
	static bool is_scripting_enabled();
	_FORCE_INLINE_ static int get_language_count() { return _language_count; }