### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)

### Issue description

A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert.

**Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names.

### Steps to reproduce

1. In any scene
2. Add or make a Node uniquely named (%)
3. Rename the Node to the same it had

You get an alert saying "Another node already uses this unique name in the scene.".

![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216)

**Addendum 2**: <strike>It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. </strike> It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.*

### Minimal reproduction project

*Any project would do*
if (EditorNode::get_singleton()->is_exiting()) {
		return; //speed up exit
	}
	if (p_node->is_connected("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed))) {
		p_node->disconnect("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed));
	}
	if (p_node->is_class("Node3D") || p_node->is_class("CanvasItem") || p_node->is_class("CanvasLayer") || p_node->is_class("Window")) {
		if (p_node->is_connected("visibility_changed", callable_mp(this, &SceneTreeEditor::_node_visibility_changed))) {
			p_node->disconnect("visibility_changed", callable_mp(this, &SceneTreeEditor::_node_visibility_changed));
		}
	}
	if (p_node == selected) {
		selected = nullptr;
		emit_signal(SNAME("node_selected"));
	}
}
void SceneTreeEditor::_node_renamed(Node *p_node) {
	if (p_node != get_scene_node() && !get_scene_node()->is_ancestor_of(p_node)) {
		return;
	}
	emit_signal(SNAME("node_renamed"));
	if (!tree_dirty) {
		MessageQueue::get_singleton()->push_call(this, "_update_tree");
		tree_dirty = true;
	}
}
void SceneTreeEditor::_update_tree(bool p_scroll_to_selected) {