### 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*
tree->set_filter(p_filter);
}
void SceneTreeDialog::_bind_methods() {
	ClassDB::bind_method("_cancel", &SceneTreeDialog::_cancel);
	ADD_SIGNAL(MethodInfo("selected", PropertyInfo(Variant::NODE_PATH, "path")));
}
SceneTreeDialog::SceneTreeDialog() {
	set_title(TTR("Select a Node"));
	VBoxContainer *vbc = memnew(VBoxContainer);
	add_child(vbc);
	filter = memnew(LineEdit);
	filter->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	filter->set_placeholder(TTR("Filter Nodes"));
	filter->set_clear_button_enabled(true);
	filter->add_theme_constant_override("minimum_character_width", 0);
	filter->connect("text_changed", callable_mp(this, &SceneTreeDialog::_filter_changed));
	vbc->add_child(filter);
	tree = memnew(SceneTreeEditor(false, false, true));
	tree->set_v_size_flags(Control::SIZE_EXPAND_FILL);
	tree->get_scene_tree()->connect("item_activated", callable_mp(this, &SceneTreeDialog::_select));
	vbc->add_child(tree);
	// Disable the OK button when no node is selected.
	get_ok_button()->set_disabled(!tree->get_selected());
	tree->connect("node_selected", callable_mp(this, &SceneTreeDialog::_selected_changed));
}
SceneTreeDialog::~SceneTreeDialog() {
}