### 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
class PlaceHolderScriptInstance;
class Script : public Resource {
	GDCLASS(Script, Resource);
	OBJ_SAVE_TYPE(Script);
protected:
	virtual bool editor_can_reload_from_file() override { return false; } 
	void _notification(int p_what);
	static void _bind_methods();
	friend class PlaceHolderScriptInstance;
	virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {}
	Variant _get_property_default_value(const StringName &p_property);
	TypedArray<Dictionary> _get_script_property_list();
	TypedArray<Dictionary> _get_script_method_list();
	TypedArray<Dictionary> _get_script_signal_list();
	Dictionary _get_script_constant_map();
public:
	virtual bool can_instantiate() const = 0;
	virtual Ref<Script> get_base_script() const = 0; 
	virtual StringName get_global_name() const = 0;
	virtual bool inherits_script(const Ref<Script> &p_script) const = 0;
	virtual StringName get_instance_base_type() const = 0; 
	virtual ScriptInstance *instance_create(Object *p_this) = 0;
	virtual PlaceHolderScriptInstance *placeholder_instance_create(Object *p_this) { return nullptr; }