### Godot version

4.1.dev (1becfea37c)

### System information

MacOS 13.3 M1 Pro

### Issue description

When you use batch rename you can ask him to rename to invalid node names. it won't raise any warning nor error it will just rename to a valid node names without informing you of the change. For comparison with simple renames this is shown as warning
<img width="452" alt="Capture d’écran 2023-05-02 à 21 49 47" src="https://user-images.githubusercontent.com/66184050/235771076-a2f09307-6c8d-4687-8d31-58234e8e2bf1.png">


### Steps to reproduce

1. create a root Node and two Node children
2. select the two children
3. Batch rename the `e` to `%`
4. See that childrens have been renamed to `Nod_` and `Nod_2` without warning 

### Minimal reproduction project

N/A
void set_editor_selection(EditorSelection *p_selection);
	void set_show_enabled_subscene(bool p_show) { show_enabled_subscene = p_show; }
	void set_valid_types(const Vector<StringName> &p_valid);
	void update_tree() { _update_tree(); }
	void set_auto_expand_selected(bool p_auto, bool p_update_settings);
	void set_connect_to_script_mode(bool p_enable);
	void set_connecting_signal(bool p_enable);
	Tree *get_scene_tree() { return tree; }
	void update_warning();
	SceneTreeEditor(bool p_label = true, bool p_can_rename = false, bool p_can_open_instance = false);
	~SceneTreeEditor();
};
class SceneTreeDialog : public ConfirmationDialog {