### 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
TEMPLATE_BUILT_IN,
		TEMPLATE_EDITOR,
		TEMPLATE_PROJECT
	};
	struct ScriptTemplate {
		String inherit = "Object";
		String name;
		String description;
		String content;
		int id = 0;
		TemplateLocation origin = TemplateLocation::TEMPLATE_BUILT_IN;
		String get_hash() const {
			return itos(origin) + inherit + name;
		}
	};
	void get_core_type_words(List<String> *p_core_type_words) const;
	virtual void get_reserved_words(List<String> *p_words) const = 0;
	virtual bool is_control_flow_keyword(String p_string) const = 0;
	virtual void get_comment_delimiters(List<String> *p_delimiters) const = 0;
	virtual void get_string_delimiters(List<String> *p_delimiters) const = 0;
	virtual Ref<Script> make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const { return Ref<Script>(); }