### 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
if (!editor_selection) {
		return;
	}
	TreeItem *root = tree->get_root();
	if (!root) {
		return;
	}
	_update_selection(root);
}
void SceneTreeEditor::_cell_collapsed(Object *p_obj) {
	if (updating_tree) {
		return;
	}
	if (!can_rename) {
		return;
	}
	TreeItem *ti = Object::cast_to<TreeItem>(p_obj);
	if (!ti) {
		return;
	}
	bool collapsed = ti->is_collapsed();
	NodePath np = ti->get_metadata(0);
	Node *n = get_node(np);
	ERR_FAIL_COND(!n);
	n->set_display_folded(collapsed);
}
Variant SceneTreeEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {