### Godot version

v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.dev4 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

### Issue description

If the folder has assigned a color, the color is reset to default when the folder name is changed. Also subfolder colors are reset.

Also moving a folder resets its and its subfolders' colors.

I would expect that renaming or moving doesn't rest the folder color. Especially if you have a large folder structure with many folder levels and assigned colors, it is a unfortunate to have all colors reset if the top level folder is renamed.

### Steps to reproduce

1. Create folder structure 

```
level1
	level2
		level3
```

2. Set folder colors to `level1` and `level2.`

3. Rename `level1` to `foobar` 

-> All folders are now using the default color.


### Minimal reproduction project

N/A
file_path = p_renames[file_path];
		}
		if (i == EditorNode::get_editor_data().get_edited_scene()) {
			get_tree()->get_edited_scene_root()->set_scene_file_path(file_path);
		} else {
			EditorNode::get_editor_data().set_scene_path(i, file_path);
		}
	}
}
void FileSystemDock::_update_dependencies_after_move(const HashMap<String, String> &p_renames) const {
	
	
	
	Vector<String> remaps;
	_find_remaps(EditorFileSystem::get_singleton()->get_filesystem(), p_renames, remaps);
	for (int i = 0; i < remaps.size(); ++i) {
		
		String file = p_renames.has(remaps[i]) ? p_renames[remaps[i]] : remaps[i];
		print_verbose("Remapping dependencies for: " + file);
		Error err = ResourceLoader::rename_dependencies(file, p_renames);
		if (err == OK) {
			if (ResourceLoader::get_resource_type(file) == "PackedScene") {
				callable_mp(EditorNode::get_singleton(), &EditorNode::reload_scene).bind(file).call_deferred();
			}
		} else {
			EditorNode::get_singleton()->add_io_error(TTR("Unable to update dependencies:") + "\n" + remaps[i] + "\n");
		}
	}
}
void FileSystemDock::_update_project_settings_after_move(const HashMap<String, String> &p_renames) const {