### 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)
bool is_pinned = AnimationPlayerEditor::get_singleton()->get_player() == p_node && AnimationPlayerEditor::get_singleton()->is_pinned();
			if (is_pinned) {
				item->add_button(0, get_theme_icon(SNAME("Pin"), SNAME("EditorIcons")), BUTTON_PIN, false, TTR("AnimationPlayer is pinned.\nClick to unpin."));
			}
		}
	}
	if (editor_selection) {
		if (editor_selection->is_selected(p_node)) {
			item->select(0);
		}
	}
	if (selected == p_node) {
		if (!editor_selection) {
			item->select(0);
		}
		item->set_as_cursor(0);
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_add_nodes(p_node->get_child(i), item);
	}
	if (valid_types.size()) {
		bool valid = false;
		for (const StringName &E : valid_types) {
			if (p_node->is_class(E) ||
					EditorNode::get_singleton()->is_object_of_custom_type(p_node, E)) {
				valid = true;
				break;
			}
		}
		if (!valid) {