### 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
for (int i = 0; i < p_terms.size(); i++) {
		String term = p_terms[i];
		// Recognize special filter.
		if (term.contains(":") && !term.get_slicec(':', 0).is_empty()) {
			String parameter = term.get_slicec(':', 0);
			String argument = term.get_slicec(':', 1);
			if (parameter == "type" || parameter == "t") {
				// F
				String type = get_node(p_item->get_metadata(0))->get_class();
				bool term_in_inherited_class = false;
				// E
				while (type != "Node") {
					if (type.to_lower().contains(argument)) {
						term_in_inherited_class = true;
						break;
					}
					type = ClassDB::get_parent_class(type);
				}
				if (!term_in_inherited_class) {
					return false;
				}
			} else if (parameter == "group" || parameter == "g") {
				// F
				Node *node = get_node(p_item->get_metadata(0));
				if (argument.is_empty()) {
					// W
					if (node->get_persistent_group_count() == 0) {
						return false;
					}
				} else {