### 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
String arghint;
	if (p_function->get_datatype().builtin_type == Variant::NIL) {
		arghint = "void " + p_function->identifier->name.operator String() + "(";
	} else {
		arghint = p_function->get_datatype().to_string() + " " + p_function->identifier->name.operator String() + "(";
	}
	for (int i = 0; i < p_function->parameters.size(); i++) {
		if (i > 0) {
			arghint += ", ";
		}
		if (i == p_arg_idx) {
			arghint += String::chr(0xFFFF);
		}
		const GDScriptParser::ParameterNode *par = p_function->parameters[i];
		if (!par->get_datatype().is_hard_type()) {
			arghint += par->identifier->name.operator String() + ": Variant";
		} else {
			arghint += par->identifier->name.operator String() + ": " + par->get_datatype().to_string();
		}
		if (par->initializer) {
			String def_val = "<unknown>";
			switch (par->initializer->type) {
				case GDScriptParser::Node::LITERAL: {
					const GDScriptParser::LiteralNode *literal = static_cast<const GDScriptParser::LiteralNode *>(par->initializer);
					def_val = literal->value.get_construct_string();
				} break;
				case GDScriptParser::Node::IDENTIFIER: {