### 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)
which->set_text(0, new_name);
	}
	if (new_name == n->get_name()) {
		if (which->get_text(0).is_empty()) {
			which->set_text(0, new_name);
		}
		return;
	}
	// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`.
	new_name = new_name.strip_edges();
	if (n->is_unique_name_in_owner() && get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name) != nullptr) {
		error->set_text(TTR("Another node already uses this unique name in the scene."));
		error->popup_centered();
		which->set_text(0, n->get_name());
		return;
	}
	if (!is_scene_tree_dock) {
		n->set_name(new_name);
		which->set_metadata(0, n->get_path());
		emit_signal(SNAME("node_renamed"));
	} else {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Rename Node"), UndoRedo::MERGE_DISABLE, n);
		emit_signal(SNAME("node_prerename"), n, new_name);
		undo_redo->add_do_method(this, "_rename_node", n->get_instance_id(), new_name);
		undo_redo->add_undo_method(this, "_rename_node", n->get_instance_id(), n->get_name());
		undo_redo->commit_action();
	}
}
Node *SceneTreeEditor::get_selected() {