### 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)
String result = subject.replace("${COUNTER}", vformat("%0" + itos(spn_count_padding->get_value()) + "d", count));
	if (node) {
		result = result.replace("${NAME}", node->get_name());
		result = result.replace("${TYPE}", node->get_class());
	}
	int current = EditorNode::get_singleton()->get_editor_data().get_edited_scene();
	
	
	
	result = result.replace("${SCENE}", EditorNode::get_singleton()->get_editor_data().get_scene_title(current, true));
	Node *root_node = SceneTree::get_singleton()->get_edited_scene_root();
	if (root_node) {
		result = result.replace("${ROOT}", root_node->get_name());
	}
	if (node) {
		Node *parent_node = node->get_parent();
		if (parent_node) {
			if (node == root_node) {
				
				result = result.replace("${PARENT}", "");
			} else {
				result = result.replace("${PARENT}", parent_node->get_name());
			}
		}
	}
	return result;
}
void RenameDialog::_error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, bool p_editor_notify, ErrorHandlerType p_type) {