### 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
}
	
	HashMap<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
	for (const KeyValue<StringName, ProjectSettings::AutoloadInfo> &E : autoloads) {
		const ProjectSettings::AutoloadInfo &info = E.value;
		if (!info.is_singleton || info.path.get_extension().to_lower() != "gd") {
			continue;
		}
		ScriptLanguage::CodeCompletionOption option(info.name, ScriptLanguage::CODE_COMPLETION_KIND_CLASS, ScriptLanguage::LOCATION_OTHER_USER_CODE);
		r_result.insert(option.display, option);
	}
}
static void _find_identifiers_in_suite(const GDScriptParser::SuiteNode *p_suite, HashMap<String, ScriptLanguage::CodeCompletionOption> &r_result, int p_recursion_depth = 0) {
	for (int i = 0; i < p_suite->locals.size(); i++) {
		ScriptLanguage::CodeCompletionOption option;
		int location = p_recursion_depth == 0 ? ScriptLanguage::LOCATION_LOCAL : (p_recursion_depth | ScriptLanguage::LOCATION_PARENT_MASK);
		if (p_suite->locals[i].type == GDScriptParser::SuiteNode::Local::CONSTANT) {
			option = ScriptLanguage::CodeCompletionOption(p_suite->locals[i].name, ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT, location);
			option.default_value = p_suite->locals[i].constant->initializer->reduced_value;
		} else {
			option = ScriptLanguage::CodeCompletionOption(p_suite->locals[i].name, ScriptLanguage::CODE_COMPLETION_KIND_VARIABLE, location);
		}
		r_result.insert(option.display, option);
	}
	if (p_suite->parent_block) {
		_find_identifiers_in_suite(p_suite->parent_block, r_result, p_recursion_depth + 1);
	}
}
static void _find_identifiers_in_base(const GDScriptCompletionIdentifier &p_base, bool p_only_functions, HashMap<String, ScriptLanguage::CodeCompletionOption> &r_result, int p_recursion_depth);
static void _find_identifiers_in_class(const GDScriptParser::ClassNode *p_class, bool p_only_functions, bool p_static, bool p_parent_only, HashMap<String, ScriptLanguage::CodeCompletionOption> &r_result, int p_recursion_depth) {