### 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)
if (p_node->is_class("CanvasItem") || p_node->is_class("Node3D")) {
		Color color(1, 1, 1, 1);
		bool visible_on_screen = p_node->call("is_visible_in_tree");
		if (!visible_on_screen) {
			color.a = 0.6;
		}
		int idx = p_item->get_button_by_id(0, BUTTON_VISIBILITY);
		p_item->set_button_color(0, idx, color);
	}
}
void SceneTreeEditor::_node_script_changed(Node *p_node) {
	if (tree_dirty) {
		return;
	}
	MessageQueue::get_singleton()->push_call(this, "_update_tree");
	tree_dirty = true;
}
void SceneTreeEditor::_node_removed(Node *p_node) {