### 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
const String &line = get_line(p_line);
	
	for (int i = 0; i < auto_brace_completion_pairs.size(); i++) {
		if (p_col + auto_brace_completion_pairs[i].close_key.length() > line.length()) {
			continue;
		}
		bool is_match = true;
		for (int j = 0; j < auto_brace_completion_pairs[i].close_key.length(); j++) {
			if (line[p_col + j] != auto_brace_completion_pairs[i].close_key[j]) {
				is_match = false;
				break;
			}
		}
		if (is_match) {
			return i;
		}
	}
	return -1;
}
void CodeEdit::_gutter_clicked(int p_line, int p_gutter) {