### 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*
if (!can_rename) {
		return Variant(); //not editable tree
	}
	if (tree->get_button_id_at_position(p_point) != -1) {
		return Variant(); //dragging from button
	}
	Vector<Node *> selected_nodes;
	Vector<Ref<Texture2D>> icons;
	TreeItem *next = tree->get_next_selected(nullptr);
	while (next) {
		NodePath np = next->get_metadata(0);
		Node *n = get_node(np);
		if (n) {
			// O
			if (!n->get_owner() || n->get_owner() == get_scene_node() || n->get_owner()->get_scene_file_path().is_empty()) {
				selected_nodes.push_back(n);
				icons.push_back(next->get_icon(0));
			}
		}
		next = tree->get_next_selected(next);
	}
	if (selected_nodes.is_empty()) {
		return Variant();
	}