### 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)

HashSet<Node *> s;
	if (p_marked) {
		s.insert(p_marked);
	}
	set_marked(s, p_selectable, p_children_selectable);
}
void SceneTreeEditor::set_filter(const String &p_filter) {
	filter = p_filter;
	_update_filter(nullptr, true);
}
String SceneTreeEditor::get_filter() const {
	return filter;
}
String SceneTreeEditor::get_filter_term_warning() {
	return filter_term_warning;
}
void SceneTreeEditor::set_as_scene_tree_dock() {
	is_scene_tree_dock = true;
}
void SceneTreeEditor::set_display_foreign_nodes(bool p_display) {
	display_foreign = p_display;
	_update_tree();
}
void SceneTreeEditor::set_valid_types(const Vector<StringName> &p_valid) {