### Godot version

Godot Engine v4.0.beta10.official.d0398f62f

### System information

Windows 10

### Issue description

Even though the syntax highlighting is correct, the following errors are raised, unless quotes are used.

`Expected node path as string or identifier after "$".`
`Invalid numeric notation.`
`Expected statement, found "Literal" instead.`

### Steps to reproduce

1. Add a node named "2D" to the scene
2. In a script, use `$2D`
3. The errors above are shown, even though the highlighting works fine

### Minimal reproduction project

[node-starts-with-number.zip](https://github.com/godotengine/godot/files/10332763/node-starts-with-number.zip)

for (int i = 0; i < p_start_key.length(); i++) {
		ERR_FAIL_COND_MSG(!is_symbol(p_start_key[i]), "color regions must start with a symbol");
	}
	if (p_end_key.length() > 0) {
		for (int i = 0; i < p_end_key.length(); i++) {
			ERR_FAIL_COND_MSG(!is_symbol(p_end_key[i]), "color regions must end with a symbol");
		}
	}
	int at = 0;
	for (int i = 0; i < color_regions.size(); i++) {
		ERR_FAIL_COND_MSG(color_regions[i].start_key == p_start_key, "color region with start key '" + p_start_key + "' already exists.");
		if (p_start_key.length() < color_regions[i].start_key.length()) {
			at++;
		}
	}
	ColorRegion color_region;
	color_region.color = p_color;
	color_region.start_key = p_start_key;
	color_region.end_key = p_end_key;
	color_region.line_only = p_line_only;
	color_regions.insert(at, color_region);
	clear_highlighting_cache();
}
Ref<EditorSyntaxHighlighter> GDScriptSyntaxHighlighter::_create() const {
	Ref<GDScriptSyntaxHighlighter> syntax_highlighter;
	syntax_highlighter.instantiate();
	return syntax_highlighter;
}