### Godot version

4.2 dev3

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

When you create a new scene and type scene name with available translation, the Root Name, which is autocompleted from scene name, will get translated.
![image](https://github.com/godotengine/godot/assets/2223172/5aa4b0f2-6445-4d79-8524-cacc0b1ad0fb)
When you create the scene, root will have the English name normally.

### Steps to reproduce

0. Make sure you are using non-English language
1. Right click in Filesystem Dock and Create New -> Scene
2. In Scene Name field type something that has available translation

### Minimal reproduction project

N/A
return scene_name;
}
Node *SceneCreateDialog::create_scene_root() {
	ERR_FAIL_NULL_V(node_type_group->get_pressed_button(), nullptr);
	RootType type = (RootType)node_type_group->get_pressed_button()->get_meta(type_meta).operator int();
	Node *root = nullptr;
	switch (type) {
		case ROOT_2D_SCENE:
			root = memnew(Node2D);
			break;
		case ROOT_3D_SCENE:
			root = memnew(Node3D);
			break;
		case ROOT_USER_INTERFACE: {
			Control *gui_ctl = memnew(Control);
			
			gui_ctl->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
			gui_ctl->set_grow_direction_preset(Control::PRESET_FULL_RECT);
			root = gui_ctl;
		} break;
		case ROOT_OTHER:
			root = Object::cast_to<Node>(select_node_dialog->instantiate_selected());
			break;
	}
	ERR_FAIL_NULL_V(root, nullptr);
	root->set_name(root_name);
	return root;
}
SceneCreateDialog::SceneCreateDialog() {