### 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
return;
				}
			}
		}
	}
	Ref<InputEventMouseMotion> mm = p_gui_input;
	if (mm.is_valid()) {
		Vector2i mpos = mm->get_position();
		if (is_layout_rtl()) {
			mpos.x = get_size().x - mpos.x;
		}
		if (symbol_lookup_on_click_enabled) {
			if (mm->is_command_or_control_pressed() && mm->get_button_mask().is_empty()) {
				symbol_lookup_pos = get_line_column_at_pos(mpos);
				symbol_lookup_new_word = get_word_at_pos(mpos);
				if (symbol_lookup_new_word != symbol_lookup_word) {
					emit_signal(SNAME("symbol_validate"), symbol_lookup_new_word);
				}
			} else if (!mm->is_command_or_control_pressed() || (!mm->get_button_mask().is_empty() && symbol_lookup_pos != get_line_column_at_pos(mpos))) {
				set_symbol_lookup_word_as_valid(false);
			}
		}
		bool scroll_hovered = code_completion_scroll_rect.has_point(mpos);
		if (is_code_completion_scroll_hovered != scroll_hovered) {
			is_code_completion_scroll_hovered = scroll_hovered;
			accept_event();
			queue_redraw();
		}
		if (is_code_completion_scroll_pressed) {
			_update_scroll_selected_line(mpos.y);