### 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
opt_style = memnew(OptionButton);
	opt_style->add_item(TTR("Keep"));
	opt_style->add_item(TTR("PascalCase to snake_case"));
	opt_style->add_item(TTR("snake_case to PascalCase"));
	hbc_style->add_child(opt_style);
	
	HBoxContainer *hbc_case = memnew(HBoxContainer);
	vbc_process->add_child(hbc_case);
	Label *lbl_case = memnew(Label);
	lbl_case->set_text(TTR("Case"));
	hbc_case->add_child(lbl_case);
	opt_case = memnew(OptionButton);
	opt_case->add_item(TTR("Keep"));
	opt_case->add_item(TTR("To Lowercase"));
	opt_case->add_item(TTR("To Uppercase"));
	hbc_case->add_child(opt_case);
	
	HSeparator *sep_preview = memnew(HSeparator);
	sep_preview->set_custom_minimum_size(Size2(10, 20));
	vbc->add_child(sep_preview);
	lbl_preview_title = memnew(Label);
	vbc->add_child(lbl_preview_title);
	lbl_preview = memnew(Label);
	lbl_preview->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
	vbc->add_child(lbl_preview);
	
	set_min_size(Size2(383, 0));
	set_ok_button_text(TTR("Rename"));
	Button *but_reset = add_button(TTR("Reset"));
	eh.errfunc = _error_handler;