### 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 (int i = 0; i < auto_brace_completion_pairs.size(); i++) {
		if (auto_brace_completion_pairs[i].open_key == p_open_key) {
			return auto_brace_completion_pairs[i].close_key;
		}
	}
	return String();
}
void CodeEdit::_update_draw_main_gutter() {
	set_gutter_draw(main_gutter, draw_breakpoints || draw_bookmarks || draw_executing_lines);
}
void CodeEdit::set_draw_breakpoints_gutter(bool p_draw) {
	draw_breakpoints = p_draw;
	set_gutter_clickable(main_gutter, p_draw);
	_update_draw_main_gutter();
}
bool CodeEdit::is_drawing_breakpoints_gutter() const {
	return draw_breakpoints;
}
void CodeEdit::set_draw_bookmarks_gutter(bool p_draw) {
	draw_bookmarks = p_draw;
	_update_draw_main_gutter();
}
bool CodeEdit::is_drawing_bookmarks_gutter() const {
	return draw_bookmarks;
}
void CodeEdit::set_draw_executing_lines_gutter(bool p_draw) {
	draw_executing_lines = p_draw;
	_update_draw_main_gutter();
}
bool CodeEdit::is_drawing_executing_lines_gutter() const {