### 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)
EditorSelection *editor_selection = EditorNode::get_singleton()->get_editor_selection();
	Array selected_node_list = editor_selection->get_selected_nodes();
	Node *root_node = SceneTree::get_singleton()->get_edited_scene_root();
	global_count = spn_count_start->get_value();
	to_rename.clear();
	
	_iterate_scene(root_node, selected_node_list, &global_count);
	if (!to_rename.is_empty()) {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Batch Rename"));
		
		for (int i = to_rename.size() - 1; i >= 0; --i) {
			Node *n = root_node->get_node(to_rename[i].first);
			const String &new_name = to_rename[i].second;
			if (!n) {
				ERR_PRINT("Skipping missing node: " + to_rename[i].first.get_concatenated_subnames());
				continue;
			}
			scene_tree_editor->emit_signal(SNAME("node_prerename"), n, new_name);
			undo_redo->add_do_method(scene_tree_editor, "_rename_node", n->get_instance_id(), new_name);
			undo_redo->add_undo_method(scene_tree_editor, "_rename_node", n->get_instance_id(), n->get_name());
		}
		undo_redo->commit_action();
	}
}
void RenameDialog::reset() {