### 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
accept_event();
			queue_redraw();
			return;
		}
		if (code_completion_active && code_completion_rect.has_point(mm->get_position())) {
			accept_event();
			return;
		}
	}
	Ref<InputEventKey> k = p_gui_input;
	if (TextEdit::alt_input(p_gui_input)) {
		accept_event();
		return;
	}
	bool update_code_completion = false;
	if (!k.is_valid()) {
		
		
		if (!mm.is_valid() || !is_code_completion_drag_started) {
			TextEdit::gui_input(p_gui_input);
		}
		return;
	}
	
	bool mac_keys = OS::get_singleton()->has_feature("macos") || OS::get_singleton()->has_feature("web_macos") || OS::get_singleton()->has_feature("web_ios");
	if ((mac_keys && k->get_keycode() == Key::META) || (!mac_keys && k->get_keycode() == Key::CTRL)) {
		if (symbol_lookup_on_click_enabled) {
			if (k->is_pressed() && !is_dragging_cursor()) {
				symbol_lookup_new_word = get_word_at_pos(get_local_mouse_pos());
				if (symbol_lookup_new_word != symbol_lookup_word) {