### Godot version

4.1.dev (1becfea37c)

### System information

MacOS 13.3 M1 Pro

### Issue description

When renaming with Batch Rename using invalid character `NodePath` will be updated with the invalid new name.

### Steps to reproduce

1.  open MRP
2. batch rename all nodes except the root from `e` to `%`
3. look at the `NodePath` on the root

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11377324/test1.zip)

String result = subject.replace("${COUNTER}", vformat("%0" + itos(spn_count_padding->get_value()) + "d", count));
	if (node) {
		result = result.replace("${NAME}", node->get_name());
		result = result.replace("${TYPE}", node->get_class());
	}
	int current = EditorNode::get_singleton()->get_editor_data().get_edited_scene();
	
	
	
	result = result.replace("${SCENE}", EditorNode::get_singleton()->get_editor_data().get_scene_title(current, true));
	Node *root_node = SceneTree::get_singleton()->get_edited_scene_root();
	if (root_node) {
		result = result.replace("${ROOT}", root_node->get_name());
	}
	if (node) {
		Node *parent_node = node->get_parent();
		if (parent_node) {
			if (node == root_node) {
				
				result = result.replace("${PARENT}", "");
			} else {
				result = result.replace("${PARENT}", parent_node->get_name());
			}
		}
	}
	return result;
}
void RenameDialog::_error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, bool p_editor_notify, ErrorHandlerType p_type) {