### 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
if (GDVIRTUAL_CALL(_request_code_completion, p_force)) {
		return;
	}
	
	bool ignored = code_completion_active && !code_completion_options.is_empty();
	if (ignored) {
		ScriptLanguage::CodeCompletionKind kind = ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT;
		const ScriptLanguage::CodeCompletionOption *previous_option = nullptr;
		for (int i = 0; i < code_completion_options.size(); i++) {
			const ScriptLanguage::CodeCompletionOption &current_option = code_completion_options[i];
			if (!previous_option) {
				previous_option = &current_option;
				kind = current_option.kind;
			}
			if (previous_option->kind != current_option.kind) {
				ignored = false;
				break;
			}