### 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
return true;
}
Ref<Script> GDScriptLanguage::make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const {
	Ref<GDScript> scr;
	scr.instantiate();
	String processed_template = p_template;
	bool type_hints = false;
#ifdef TOOLS_ENABLED
	type_hints = EDITOR_GET("text_editor/completion/add_type_hints");
#endif
	if (!type_hints) {
		processed_template = processed_template.replace(": int", "")
									 .replace(": String", "")
									 .replace(": Array[String]", "")
									 .replace(": float", "")
									 .replace(":=", "=")
									 .replace(" -> String", "")
									 .replace(" -> int", "")
									 .replace(" -> void", "");
	}
	processed_template = processed_template.replace("_BASE_", p_base_class_name)
								 .replace("_CLASS_", p_class_name)
								 .replace("_TS_", _get_indentation());
	scr->set_source_code(processed_template);
	return scr;
}
Vector<ScriptLanguage::ScriptTemplate> GDScriptLanguage::get_built_in_templates(StringName p_object) {