### Godot version

16a93563bf

### System information

macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

As tittle says some properties are badly located as location others whoch means they are put way below others. One of such example is the property `texture` of `Sprite2D`.

### Steps to reproduce

in any script write 
```
var sprite : Sprite2D
sprite.text
```
and autocomplete at the end texture will appears below a lot of other signal and constants starting with texture which should come afterward

### Minimal reproduction project

N/A
if (_debug_parse_err_line >= 0) {
		return "";
	}
	ERR_FAIL_INDEX_V(p_level, _call_stack.stack_pos, "");
	int l = _call_stack.stack_pos - p_level - 1;
	return _call_stack.levels[l].function->get_name();
}
String GDScriptLanguage::debug_get_stack_level_source(int p_level) const {
	if (_debug_parse_err_line >= 0) {
		return _debug_parse_err_file;
	}
	ERR_FAIL_INDEX_V(p_level, _call_stack.stack_pos, "");
	int l = _call_stack.stack_pos - p_level - 1;
	return _call_stack.levels[l].function->get_source();
}
void GDScriptLanguage::debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
	if (_debug_parse_err_line >= 0) {
		return;
	}
	ERR_FAIL_INDEX(p_level, _call_stack.stack_pos);
	int l = _call_stack.stack_pos - p_level - 1;
	GDScriptFunction *f = _call_stack.levels[l].function;
	List<Pair<StringName, int>> locals;
	f->debug_get_stack_member_state(*_call_stack.levels[l].line, &locals);
	for (const Pair<StringName, int> &E : locals) {
		p_locals->push_back(E.first);
		p_values->push_back(_call_stack.levels[l].stack[E.second]);
	}
}
void GDScriptLanguage::debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {