### 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
}
			r_forced = true;
		} break;
		case GDScriptParser::COMPLETION_ANNOTATION_ARGUMENTS: {
			if (completion_context.node == nullptr || completion_context.node->type != GDScriptParser::Node::ANNOTATION) {
				break;
			}
			const GDScriptParser::AnnotationNode *annotation = static_cast<const GDScriptParser::AnnotationNode *>(completion_context.node);
			_find_annotation_arguments(annotation, completion_context.current_argument, quote_style, options);
			r_forced = true;
		} break;
		case GDScriptParser::COMPLETION_BUILT_IN_TYPE_CONSTANT_OR_STATIC_METHOD: {
			
			{
				List<StringName> constants;
				Variant::get_constants_for_type(completion_context.builtin_type, &constants);
				for (const StringName &E : constants) {
					ScriptLanguage::CodeCompletionOption option(E, ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT);
					bool valid = false;
					Variant default_value = Variant::get_constant_value(completion_context.builtin_type, E, &valid);
					if (valid) {
						option.default_value = default_value;
					}
					options.insert(option.display, option);
				}
			}
			
			{
				List<StringName> methods;
				Variant::get_builtin_method_list(completion_context.builtin_type, &methods);