### Godot version

4.1.dev (a7276f1ce0)

### System information

MacOS 13.3 M1 Pro

### Issue description

when doing a Batch rename with two nodes being present in a `NodePath`. Batch Rename will try to update the `NodePath` but will fail which will results in this error
<img width="515" alt="Capture d’écran 2023-04-14 à 23 59 02" src="https://user-images.githubusercontent.com/66184050/232161972-57b49435-7707-4e41-bfed-613b073477b7.png">


### Steps to reproduce

1. Open the minimal reproduction project or follow the instruction below:
    1. first reproduce the following tree (this is because of #76069) <img width="235" alt="Capture d’écran 2023-04-14 à 23 09 47" src="https://user-images.githubusercontent.com/66184050/232155382-da3f9e22-26fb-4e10-bdcb-07cb60c25ea1.png">
    2. add a script to the root and export a `NodePath` variable
    3. Set the exported variable to the `GrandChild` node
4. select all node except the root.
5. Batch rename `C` to `T` for example
6. Inspect the root node. You should have a broken `NodePath` and an error.

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11237175/test1.zip)
HashSet<Node *> s;
	if (p_marked) {
		s.insert(p_marked);
	}
	set_marked(s, p_selectable, p_children_selectable);
}
void SceneTreeEditor::set_filter(const String &p_filter) {
	filter = p_filter;
	_update_filter(nullptr, true);
}
String SceneTreeEditor::get_filter() const {
	return filter;
}
String SceneTreeEditor::get_filter_term_warning() {
	return filter_term_warning;
}
void SceneTreeEditor::set_as_scene_tree_dock() {
	is_scene_tree_dock = true;
}
void SceneTreeEditor::set_display_foreign_nodes(bool p_display) {
	display_foreign = p_display;
	_update_tree();
}
void SceneTreeEditor::set_valid_types(const Vector<StringName> &p_valid) {