### 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
static ScriptCodeCompletionCache *singleton;
public:
	static ScriptCodeCompletionCache *get_singleton() { return singleton; }
	ScriptCodeCompletionCache();
	virtual ~ScriptCodeCompletionCache() {}
};
class ScriptLanguage : public Object {
	GDCLASS(ScriptLanguage, Object)
public:
	virtual String get_name() const = 0;
	
	virtual void init() = 0;
	virtual String get_type() const = 0;
	virtual String get_extension() const = 0;
	virtual void finish() = 0;
	
	struct Warning {
		int start_line = -1, end_line = -1;
		int leftmost_column = -1, rightmost_column = -1;
		int code;
		String string_code;
		String message;
	};
	struct ScriptError {
		int line = -1;
		int column = -1;
		String message;
	};
	enum TemplateLocation {