### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)

### Issue description

A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert.

**Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names.

### Steps to reproduce

1. In any scene
2. Add or make a Node uniquely named (%)
3. Rename the Node to the same it had

You get an alert saying "Another node already uses this unique name in the scene.".

![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216)

**Addendum 2**: <strike>It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. </strike> It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.*

### Minimal reproduction project

*Any project would do*
}
		item->set_text(0, new_name);
	}
	if (new_name == p_node->get_name()) {
		if (item->get_text(0).is_empty()) {
			item->set_text(0, new_name);
		}
		return;
	}
	// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`.
	new_name = new_name.strip_edges();
	if (!is_scene_tree_dock) {
		p_node->set_name(new_name);
		item->set_metadata(0, p_node->get_path());
		emit_signal(SNAME("node_renamed"));
	} else {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action("Rename Node", UndoRedo::MERGE_DISABLE, p_node);
		emit_signal(SNAME("node_prerename"), p_node, new_name);
		undo_redo->add_undo_method(p_node, "set_name", p_node->get_name());
		undo_redo->add_undo_method(item, "set_metadata", 0, p_node->get_path());
		undo_redo->add_undo_method(item, "set_text", 0, p_node->get_name());
		p_node->set_name(p_name);
		undo_redo->add_do_method(p_node, "set_name", new_name);
		undo_redo->add_do_method(item, "set_metadata", 0, p_node->get_path());
		undo_redo->add_do_method(item, "set_text", 0, new_name);
		undo_redo->commit_action();
	}
}
void SceneTreeEditor::_renamed() {