### 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
code_hint = p_hint;
	code_hint_xpos = -0xFFFF;
	queue_redraw();
}
void CodeEdit::set_code_hint_draw_below(bool p_below) {
	code_hint_draw_below = p_below;
	queue_redraw();
}
void CodeEdit::set_code_completion_enabled(bool p_enable) {
	code_completion_enabled = p_enable;
}
bool CodeEdit::is_code_completion_enabled() const {
	return code_completion_enabled;
}
void CodeEdit::set_code_completion_prefixes(const TypedArray<String> &p_prefixes) {
	code_completion_prefixes.clear();
	for (int i = 0; i < p_prefixes.size(); i++) {
		const String prefix = p_prefixes[i];
		ERR_CONTINUE_MSG(prefix.is_empty(), "Code completion prefix cannot be empty.");
		code_completion_prefixes.insert(prefix[0]);
	}
}
TypedArray<String> CodeEdit::get_code_completion_prefixes() const {