### 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
node = node->get_parent();
			}
			item->select(0);
			item->set_as_cursor(0);
			selected = p_node;
			tree->ensure_cursor_is_visible();
		}
	} else {
		if (!p_node) {
			selected = nullptr;
		}
		_update_tree();
		selected = p_node;
	}
	if (p_emit_selected) {
		emit_signal(SNAME("node_selected"));
	}
}
void SceneTreeEditor::_rename_node(ObjectID p_node, const String &p_name) {
	Object *o = ObjectDB::get_instance(p_node);
	ERR_FAIL_COND(!o);
	Node *n = Object::cast_to<Node>(o);
	ERR_FAIL_COND(!n);
	TreeItem *item = _find(tree->get_root(), n->get_path());
	ERR_FAIL_COND(!item);
	n->set_name(p_name);
	item->set_metadata(0, n->get_path());
	item->set_text(0, p_name);
}
void SceneTreeEditor::_renamed() {