### 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
List<GroupInfo> groups;
			p_node->get_groups(&groups);
			for (const GroupInfo &E : groups) {
				if (E.persistent) {
					msg_temp += String::utf8("•  ") + String(E.name) + "\n";
				}
			}
		}
		if (num_connections >= 1 || num_groups >= 1) {
			if (num_groups < 1) {
				msg_temp += "\n";
			}
			msg_temp += TTR("Click to show signals dock.");
		}
		Ref<Texture2D> icon_temp;
		SceneTreeEditorButton signal_temp = BUTTON_SIGNALS;
		if (num_connections >= 1 && num_groups >= 1) {
			icon_temp = get_theme_icon(SNAME("SignalsAndGroups"), SNAME("EditorIcons"));
		} else if (num_connections >= 1) {
			icon_temp = get_theme_icon(SNAME("Signals"), SNAME("EditorIcons"));
		} else if (num_groups >= 1) {
			icon_temp = get_theme_icon(SNAME("Groups"), SNAME("EditorIcons"));
			signal_temp = BUTTON_GROUPS;
		}
		if (num_connections >= 1 || num_groups >= 1) {
			item->add_button(0, icon_temp, signal_temp, false, msg_temp);
		}
	}
	// Display the node name in all tooltips so that long node names can be previewed
	// without having to rename them.