### Godot version

4.1.dev (1becfea37c)

### System information

MacOS 13.3 M1 Pro

### Issue description

When renaming with Batch Rename using invalid character `NodePath` will be updated with the invalid new name.

### Steps to reproduce

1.  open MRP
2. batch rename all nodes except the root from `e` to `%`
3. look at the `NodePath` on the root

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11377324/test1.zip)

item->set_metadata(0, p_node->get_path());
	if (connect_to_script_mode) {
		Color accent = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
		Ref<Script> scr = p_node->get_script();
		if (!scr.is_null() && EditorNode::get_singleton()->get_object_custom_type_base(p_node) != scr) {
			
			item->add_button(0, get_theme_icon(SNAME("Script"), SNAME("EditorIcons")), BUTTON_SCRIPT);
		} else {
			
			item->set_custom_color(0, get_theme_color(SNAME("disabled_font_color"), SNAME("Editor")));
			item->set_selectable(0, false);
			if (!scr.is_null()) { 
				item->add_button(0, get_theme_icon(SNAME("Script"), SNAME("EditorIcons")), BUTTON_SCRIPT);
				item->set_button_disabled(0, item->get_button_count(0) - 1, true);
			}
			accent.a *= 0.7;
		}
		if (marked.has(p_node)) {
			String node_name = p_node->get_name();
			if (connecting_signal) {
				node_name += " " + TTR("(Connecting From)");
			}
			item->set_text(0, node_name);
			item->set_custom_color(0, accent);
		}
	} else if (part_of_subscene) {
		if (valid_types.size() == 0) {
			item->set_custom_color(0, get_theme_color(SNAME("warning_color"), SNAME("Editor")));
		}
	} else if (marked.has(p_node)) {