### 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
item->set_custom_color(0, get_theme_color(SNAME("disabled_font_color"), SNAME("Editor")));
			item->set_selectable(0, false);
		}
	}
}
void SceneTreeEditor::_node_visibility_changed(Node *p_node) {
	if (!p_node || (p_node != get_scene_node() && !p_node->get_owner())) {
		return;
	}
	TreeItem *item = _find(tree->get_root(), p_node->get_path());
	if (!item) {
		return;
	}
	int idx = item->get_button_by_id(0, BUTTON_VISIBILITY);
	ERR_FAIL_COND(idx == -1);
	bool node_visible = false;
	if (p_node->is_class("CanvasItem") || p_node->is_class("CanvasLayer") || p_node->is_class("Window")) {
		node_visible = p_node->call("is_visible");
		CanvasItemEditor::get_singleton()->get_viewport_control()->queue_redraw();
	} else if (p_node->is_class("Node3D")) {
		node_visible = p_node->call("is_visible");
	}
	if (node_visible) {
		item->set_button(0, idx, get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")));
	} else {
		item->set_button(0, idx, get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
	}
	_update_visibility_color(p_node, item);
}
void SceneTreeEditor::_update_visibility_color(Node *p_node, TreeItem *p_item) {