### 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
c.current_class = base_type.class_type;
						c.current_function = const_cast<GDScriptParser::FunctionNode *>(method);
						c.current_suite = method->body;
						_find_last_return_in_block(c, last_return_line, &last_returned_value);
						if (last_returned_value) {
							c.current_line = c.current_suite->end_line;
							if (_guess_expression_type(c, last_returned_value, r_type)) {
								return true;
							}
						}
					}
				}
				base_type = base_type.class_type->base_type;
				break;
			case GDScriptParser::DataType::SCRIPT: {
				Ref<Script> scr = base_type.script_type;
				if (scr.is_valid()) {
					List<MethodInfo> methods;
					scr->get_script_method_list(&methods);
					for (const MethodInfo &mi : methods) {
						if (mi.name == p_method) {
							r_type = _type_from_property(mi.return_val);
							return true;
						}
					}
					Ref<Script> base_script = scr->get_base_script();
					if (base_script.is_valid()) {
						base_type.script_type = base_script;
					} else {
						base_type.kind = GDScriptParser::DataType::NATIVE;