### 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)

rename_common(RenamesMap3To4::gdscript_function_renames, reg_container.gdscript_function_regexes, source_lines);
				rename_gdscript_functions(source_lines, reg_container, true); 
				rename_common(RenamesMap3To4::project_settings_renames, reg_container.project_settings_regexes, source_lines);
				rename_gdscript_keywords(source_lines, reg_container, true);
				rename_common(RenamesMap3To4::gdscript_properties_renames, reg_container.gdscript_properties_regexes, source_lines);
				rename_common(RenamesMap3To4::gdscript_signals_renames, reg_container.gdscript_signals_regexes, source_lines);
				rename_common(RenamesMap3To4::shaders_renames, reg_container.shaders_regexes, source_lines);
				rename_common(RenamesMap3To4::builtin_types_renames, reg_container.builtin_types_regexes, source_lines);
				rename_common(RenamesMap3To4::theme_override_renames, reg_container.theme_override_regexes, source_lines);
				custom_rename(source_lines, "\\.shader", ".gdshader");
			} else if (file_name.ends_with(".cs")) { 
				rename_classes(source_lines, reg_container); 
				rename_common(RenamesMap3To4::csharp_function_renames, reg_container.csharp_function_regexes, source_lines);
				rename_common(RenamesMap3To4::builtin_types_renames, reg_container.builtin_types_regexes, source_lines);
				rename_common(RenamesMap3To4::csharp_properties_renames, reg_container.csharp_properties_regexes, source_lines);
				rename_common(RenamesMap3To4::csharp_signals_renames, reg_container.csharp_signal_regexes, source_lines);
				rename_csharp_functions(source_lines, reg_container);
				rename_csharp_attributes(source_lines, reg_container);
				custom_rename(source_lines, "public class ", "public partial class ");
			} else if (file_name.ends_with(".gdshader") || file_name.ends_with(".shader")) {
				rename_common(RenamesMap3To4::shaders_renames, reg_container.shaders_regexes, source_lines);
			} else if (file_name.ends_with("tres")) {
				rename_classes(source_lines, reg_container); 
				rename_common(RenamesMap3To4::shaders_renames, reg_container.shaders_regexes, source_lines);
				rename_common(RenamesMap3To4::builtin_types_renames, reg_container.builtin_types_regexes, source_lines);
				custom_rename(source_lines, "\\.shader", ".gdshader");
			} else if (file_name.ends_with("project.godot")) {
				rename_common(RenamesMap3To4::project_godot_renames, reg_container.project_godot_regexes, source_lines);
				rename_common(RenamesMap3To4::builtin_types_renames, reg_container.builtin_types_regexes, source_lines);
				rename_input_map_scancode(source_lines, reg_container);