### 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
GDScriptParser::DataType native_type = base.type;
						while (native_type.kind == GDScriptParser::DataType::CLASS) {
							native_type = native_type.class_type->base_type;
						}
						while (native_type.kind == GDScriptParser::DataType::SCRIPT) {
							if (native_type.script_type.is_valid()) {
								Ref<Script> parent = native_type.script_type->get_base_script();
								if (parent.is_valid()) {
									native_type.script_type = parent;
								} else {
									native_type.kind = GDScriptParser::DataType::NATIVE;
									native_type.native_type = native_type.script_type->get_instance_base_type();
									if (!ClassDB::class_exists(native_type.native_type)) {
										native_type.kind = GDScriptParser::DataType::UNRESOLVED;
									}
								}
							}
						}
						if (native_type.kind == GDScriptParser::DataType::NATIVE) {
							MethodBind *mb = ClassDB::get_method(native_type.native_type, call->function_name);
							if (mb && mb->is_const()) {
								bool all_is_const = true;
								Vector<Variant> args;
								GDScriptParser::CompletionContext c2 = p_context;
								c2.current_line = call->start_line;
								for (int i = 0; all_is_const && i < call->arguments.size(); i++) {
									GDScriptCompletionIdentifier arg;
									if (!call->arguments[i]->is_constant) {
										all_is_const = false;
									}