### 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 (p_can_rename) {
		tree->set_allow_rmb_select(true);
		tree->connect("item_mouse_selected", callable_mp(this, &SceneTreeEditor::_rmb_select));
		tree->connect("empty_clicked", callable_mp(this, &SceneTreeEditor::_empty_clicked));
	}
	tree->connect("cell_selected", callable_mp(this, &SceneTreeEditor::_selected_changed));
	tree->connect("item_edited", callable_mp(this, &SceneTreeEditor::_renamed));
	tree->connect("multi_selected", callable_mp(this, &SceneTreeEditor::_cell_multi_selected));
	tree->connect("button_clicked", callable_mp(this, &SceneTreeEditor::_cell_button_pressed));
	tree->connect("nothing_selected", callable_mp(this, &SceneTreeEditor::_deselect_items));
	error = memnew(AcceptDialog);
	add_child(error);
	warning = memnew(AcceptDialog);
	add_child(warning);
	warning->set_title(TTR("Node Configuration Warning!"));
	last_hash = 0;
	blocked = 0;
	update_timer = memnew(Timer);
	update_timer->connect("timeout", callable_mp(this, &SceneTreeEditor::_update_tree).bind(false));
	update_timer->set_one_shot(true);
	update_timer->set_wait_time(0.5);
	add_child(update_timer);
	script_types = memnew(List<StringName>);
	ClassDB::get_inheriters_from_class("Script", script_types);
}
SceneTreeEditor::~SceneTreeEditor() {
	memdelete(script_types);
}
/******** DIALOG *********/
void SceneTreeDialog::popup_scenetree_dialog() {