### 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 (mb->is_double_click()) {
						confirm_code_completion();
					}
					queue_redraw();
				} break;
				default:
					break;
			}
			accept_event();
			return;
		} else if (code_completion_active && code_completion_scroll_rect.has_point(mb->get_position())) {
			if (mb->get_button_index() != MouseButton::LEFT) {
				accept_event();
				return;
			}
			if (mb->is_pressed()) {
				is_code_completion_drag_started = true;
				is_code_completion_scroll_pressed = true;
				_update_scroll_selected_line(mb->get_position().y);
				queue_redraw();
			}
			accept_event();
			return;
		}
		cancel_code_completion();
		set_code_hint("");
		if (mb->is_pressed()) {
			Vector2i mpos = mb->get_position();
			if (is_layout_rtl()) {
				mpos.x = get_size().x - mpos.x;