### 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
TreeItem *which = tree->get_edited();
	ERR_FAIL_COND(!which);
	NodePath np = which->get_metadata(0);
	Node *n = get_node(np);
	ERR_FAIL_COND(!n);
	String raw_new_name = which->get_text(0);
	if (raw_new_name.strip_edges().is_empty()) {
		// If name is empty, fallback to class name.
		if (GLOBAL_GET("editor/naming/node_name_casing").operator int() != NAME_CASING_PASCAL_CASE) {
			raw_new_name = Node::adjust_name_casing(n->get_class());
		} else {
			raw_new_name = n->get_class();
		}
	}
	String new_name = raw_new_name.validate_node_name();
	if (new_name != raw_new_name) {
		error->set_text(TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::get_invalid_node_name_characters());
		error->popup_centered();
		if (new_name.is_empty()) {
			which->set_text(0, n->get_name());
			return;
		}