### 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
for (; from < line_length; from++) {
				if (str[from] == '\\') {
					from++;
					continue;
				}
				break;
			}
			
			bool same_line = false;
			if (in_region == -1) {
				for (int d = 0; d < delimiters.size(); d++) {
					
					int chars_left = line_length - from;
					int start_key_length = delimiters[d].start_key.length();
					int end_key_length = delimiters[d].end_key.length();
					if (chars_left < start_key_length) {
						continue;
					}
					
					bool match = true;
					const char32_t *start_key = delimiters[d].start_key.get_data();
					for (int k = 0; k < start_key_length; k++) {
						if (start_key[k] != str[from + k]) {
							match = false;
							break;
						}
					}
					if (!match) {
						continue;
					}