### Godot version

4.1.dev (1becfea37c)

### System information

MacOS 13.3 M1 Pro

### Issue description

When you use batch rename you can ask him to rename to invalid node names. it won't raise any warning nor error it will just rename to a valid node names without informing you of the change. For comparison with simple renames this is shown as warning
<img width="452" alt="Capture d’écran 2023-05-02 à 21 49 47" src="https://user-images.githubusercontent.com/66184050/235771076-a2f09307-6c8d-4687-8d31-58234e8e2bf1.png">


### Steps to reproduce

1. create a root Node and two Node children
2. select the two children
3. Batch rename the `e` to `%`
4. See that childrens have been renamed to `Nod_` and `Nod_2` without warning 

### Minimal reproduction project

N/A
selected = nullptr;
	can_rename = p_can_rename;
	can_open_instance = p_can_open_instance;
	editor_selection = nullptr;
	if (p_label) {
		Label *label = memnew(Label);
		label->set_theme_type_variation("HeaderSmall");
		label->set_position(Point2(10, 0));
		label->set_text(TTR("Scene Tree (Nodes):"));
		add_child(label);
	}
	tree = memnew(Tree);
	tree->set_anchor(SIDE_RIGHT, ANCHOR_END);
	tree->set_anchor(SIDE_BOTTOM, ANCHOR_END);
	tree->set_begin(Point2(0, p_label ? 18 : 0));
	tree->set_end(Point2(0, 0));
	tree->set_allow_reselect(true);
	tree->add_theme_constant_override("button_margin", 0);
	add_child(tree);
	SET_DRAG_FORWARDING_GCD(tree, SceneTreeEditor);