### Godot version

4.0 beta 10

### System information

Ubuntu 22.04.1 LTS

### Issue description

If your node has `'` in its name, autocomplete might still suggest single quotes which results in an error.

![image](https://user-images.githubusercontent.com/85438892/210971332-81c13316-e7de-4d7d-9b08-f5676bf4c598.png)

![image](https://user-images.githubusercontent.com/85438892/210973393-ba999b6f-650c-461e-8d2d-b6a1a21adb76.png)


### Steps to reproduce

1. Add a child and name it `Juan's pancakes`
2. Add a script and type `$'`

### Minimal reproduction project

N/A
ERR_FAIL_COND(p_recursion_depth > COMPLETION_RECURSION_LIMIT);
	if (!p_parent_only) {
		bool outer = false;
		const GDScriptParser::ClassNode *clss = p_class;
		int classes_processed = 0;
		while (clss) {
			for (int i = 0; i < clss->members.size(); i++) {
				const int location = (classes_processed + p_recursion_depth) | ScriptLanguage::LOCATION_PARENT_MASK;
				const GDScriptParser::ClassNode::Member &member = clss->members[i];
				ScriptLanguage::CodeCompletionOption option;
				switch (member.type) {
					case GDScriptParser::ClassNode::Member::VARIABLE:
						if (p_only_functions || outer || (p_static)) {
							continue;
						}
						option = ScriptLanguage::CodeCompletionOption(member.variable->identifier->name, ScriptLanguage::CODE_COMPLETION_KIND_MEMBER, location);
						break;
					case GDScriptParser::ClassNode::Member::CONSTANT:
						if (p_only_functions) {
							continue;
						}
						if (r_result.has(member.constant->identifier->name)) {
							continue;