### 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 (p_button != MouseButton::RIGHT) {
		return;
	}
	_rmb_select(p_pos);
}
void SceneTreeEditor::_rmb_select(const Vector2 &p_pos, MouseButton p_button) {
	if (p_button != MouseButton::RIGHT) {
		return;
	}
	emit_signal(SNAME("rmb_pressed"), tree->get_screen_position() + p_pos);
}
void SceneTreeEditor::update_warning() {
	_warning_changed(nullptr);
}
void SceneTreeEditor::_warning_changed(Node *p_for_node) {
	//should use a timer
	update_timer->start();
}
void SceneTreeEditor::set_auto_expand_selected(bool p_auto, bool p_update_settings) {
	if (p_update_settings) {
		EditorSettings::get_singleton()->set("docks/scene_tree/auto_expand_to_selected", p_auto);
	}
	auto_expand_selected = p_auto;
}
void SceneTreeEditor::set_connect_to_script_mode(bool p_enable) {