### 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 (EditorNode::get_singleton()->is_exiting()) {
		return; //speed up exit
	}
	if (p_node->is_connected("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed))) {
		p_node->disconnect("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed));
	}
	if (p_node->is_class("Node3D") || p_node->is_class("CanvasItem") || p_node->is_class("CanvasLayer") || p_node->is_class("Window")) {
		if (p_node->is_connected("visibility_changed", callable_mp(this, &SceneTreeEditor::_node_visibility_changed))) {
			p_node->disconnect("visibility_changed", callable_mp(this, &SceneTreeEditor::_node_visibility_changed));
		}
	}
	if (p_node == selected) {
		selected = nullptr;
		emit_signal(SNAME("node_selected"));
	}
}
void SceneTreeEditor::_node_renamed(Node *p_node) {
	if (p_node != get_scene_node() && !get_scene_node()->is_ancestor_of(p_node)) {
		return;
	}
	emit_signal(SNAME("node_renamed"));
	if (!tree_dirty) {
		MessageQueue::get_singleton()->push_call(this, "_update_tree");
		tree_dirty = true;
	}
}
void SceneTreeEditor::_update_tree(bool p_scroll_to_selected) {