### Godot version

4.1.dev (a7276f1ce0)

### System information

MacOS 13.3 M1 Pro

### Issue description

when doing a Batch rename with two nodes being present in a `NodePath`. Batch Rename will try to update the `NodePath` but will fail which will results in this error
<img width="515" alt="Capture d’écran 2023-04-14 à 23 59 02" src="https://user-images.githubusercontent.com/66184050/232161972-57b49435-7707-4e41-bfed-613b073477b7.png">


### Steps to reproduce

1. Open the minimal reproduction project or follow the instruction below:
    1. first reproduce the following tree (this is because of #76069) <img width="235" alt="Capture d’écran 2023-04-14 à 23 09 47" src="https://user-images.githubusercontent.com/66184050/232155382-da3f9e22-26fb-4e10-bdcb-07cb60c25ea1.png">
    2. add a script to the root and export a `NodePath` variable
    3. Set the exported variable to the `GrandChild` node
4. select all node except the root.
5. Batch rename `C` to `T` for example
6. Inspect the root node. You should have a broken `NodePath` and an error.

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11237175/test1.zip)
tree->set_filter(p_filter);
}
void SceneTreeDialog::_bind_methods() {
	ClassDB::bind_method("_cancel", &SceneTreeDialog::_cancel);
	ADD_SIGNAL(MethodInfo("selected", PropertyInfo(Variant::NODE_PATH, "path")));
}
SceneTreeDialog::SceneTreeDialog() {
	set_title(TTR("Select a Node"));
	VBoxContainer *vbc = memnew(VBoxContainer);
	add_child(vbc);
	filter = memnew(LineEdit);
	filter->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	filter->set_placeholder(TTR("Filter Nodes"));
	filter->set_clear_button_enabled(true);
	filter->add_theme_constant_override("minimum_character_width", 0);
	filter->connect("text_changed", callable_mp(this, &SceneTreeDialog::_filter_changed));
	vbc->add_child(filter);
	tree = memnew(SceneTreeEditor(false, false, true));
	tree->set_v_size_flags(Control::SIZE_EXPAND_FILL);
	tree->get_scene_tree()->connect("item_activated", callable_mp(this, &SceneTreeDialog::_select));
	vbc->add_child(tree);
	// Disable the OK button when no node is selected.
	get_ok_button()->set_disabled(!tree->get_selected());
	tree->connect("node_selected", callable_mp(this, &SceneTreeDialog::_selected_changed));
}
SceneTreeDialog::~SceneTreeDialog() {
}