### 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*
editor_selection->add_node(n);
		set_selected(n);
		TabContainer *tab_container = Object::cast_to<TabContainer>(NodeDock::get_singleton()->get_parent());
		NodeDock::get_singleton()->get_parent()->call("set_current_tab", tab_container->get_tab_idx_from_control(NodeDock::get_singleton()));
		NodeDock::get_singleton()->show_connections();
	} else if (p_id == BUTTON_GROUPS) {
		editor_selection->clear();
		editor_selection->add_node(n);
		set_selected(n);
		TabContainer *tab_container = Object::cast_to<TabContainer>(NodeDock::get_singleton()->get_parent());
		NodeDock::get_singleton()->get_parent()->call("set_current_tab", tab_container->get_tab_idx_from_control(NodeDock::get_singleton()));
		NodeDock::get_singleton()->show_groups();
	} else if (p_id == BUTTON_UNIQUE) {
		undo_redo->create_action(TTR("Disable Scene Unique Name"));
		undo_redo->add_do_method(n, "set_unique_name_in_owner", false);
		undo_redo->add_undo_method(n, "set_unique_name_in_owner", true);
		undo_redo->add_do_method(this, "_update_tree");
		undo_redo->add_undo_method(this, "_update_tree");
		undo_redo->commit_action();
	}
}
void SceneTreeEditor::_toggle_visible(Node *p_node) {
	if (p_node->has_method("is_visible") && p_node->has_method("set_visible")) {
		bool v = bool(p_node->call("is_visible"));
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->add_do_method(p_node, "set_visible", !v);
		undo_redo->add_undo_method(p_node, "set_visible", v);
	}
}
void SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {