### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

In my project i have a function name called "get_or_connect" which also had 3 arguments, where the Conversion then put the last 2 args inside of a callable, bricking the method.

Here it seems that it has a regex like "connect(" and if that would be expanded to ".connect(" this kinds of false replacements could be prevented.

### Steps to reproduce

Open the MRP and open it with godot 4 and convert it to godot 4.

Now there should be a lot of renames in the one Script "Main.gd" which are incorrect. You can check the script before the conversion to check or see in the comments

### Minimal reproduction project

[Reproduction connect replacement.zip](https://github.com/godotengine/godot/files/10930057/Reproduction.connect.replacement.zip)

bool valid = true;
	Vector<String> names = Vector<String>();
	for (unsigned int current_index = 0; p_array[current_index][0]; current_index++) {
		String name_3_x = p_array[current_index][0];
		String name_4_0 = p_array[current_index][1];
		if (name_3_x != name_3_x.strip_edges()) {
			ERR_PRINT(vformat("Invalid Entry \"%s\" contains leading or trailing spaces.", name_3_x));
			valid = false;
		}
		if (names.has(name_3_x)) {
			ERR_PRINT(vformat("Found duplicated entry, pair ( -> %s , %s)", name_3_x, name_4_0));
			valid = false;
		}
		names.append(name_3_x);
		if (name_4_0 != name_4_0.strip_edges()) {
			ERR_PRINT(vformat("Invalid Entry \"%s\" contains leading or trailing spaces.", name_3_x));
			valid = false;
		}
		if (names.has(name_4_0)) {
			ERR_PRINT(vformat("Found duplicated entry, pair ( -> %s , %s)", name_3_x, name_4_0));
			valid = false;
		}
		if (!p_ignore_4_0_name) {
			names.append(name_4_0);
		}
	}
	return valid;
};
Vector<String> ProjectConverter3To4::parse_arguments(const String &line) {