### 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)

int current_element = 0;
		while (RenamesMap3To4::gdscript_function_renames[current_element][0] != nullptr) {
			String name_3_x = RenamesMap3To4::gdscript_function_renames[current_element][0];
			String name_4_0 = RenamesMap3To4::gdscript_function_renames[current_element][1];
			if (!all_functions.has(name_4_0)) {
				ERR_PRINT(vformat("Missing GDScript function in pair (%s - ===> %s <===)", name_3_x, name_4_0));
				valid = false;
			}
			current_element++;
		}
	}
	if (!valid) {
		ERR_PRINT("Found function which is used in the converter, but it cannot be found in Godot 4. Rename this element or remove its entry if it's obsolete.");
	}
	valid = valid && test_single_array(RenamesMap3To4::enum_renames);
	valid = valid && test_single_array(RenamesMap3To4::class_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::gdscript_function_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::csharp_function_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::gdscript_properties_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::csharp_properties_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::shaders_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::gdscript_signals_renames);
	valid = valid && test_single_array(RenamesMap3To4::project_settings_renames);
	valid = valid && test_single_array(RenamesMap3To4::project_godot_renames);
	valid = valid && test_single_array(RenamesMap3To4::input_map_renames);
	valid = valid && test_single_array(RenamesMap3To4::builtin_types_renames);
	valid = valid && test_single_array(RenamesMap3To4::color_renames);
	return valid;
}
bool ProjectConverter3To4::test_single_array(const char *p_array[][2], bool p_ignore_4_0_name) {