### 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
GDCLASS(SceneTreeDialog, ConfirmationDialog);
	SceneTreeEditor *tree = nullptr;
	
	
	LineEdit *filter = nullptr;
	void _select();
	void _cancel();
	void _selected_changed();
	void _filter_changed(const String &p_filter);
	void _update_theme();
protected:
	void _notification(int p_what);
	static void _bind_methods();
public:
	void popup_scenetree_dialog();
	SceneTreeEditor *get_scene_tree() { return tree; }
	LineEdit *get_filter_line_edit() { return filter; }
	SceneTreeDialog();
	~SceneTreeDialog();
};
#endif