### 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*
button_color = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
			}
			if (EditorNode::get_singleton()->get_object_custom_type_base(p_node) == scr) {
				additional_notes += "\n" + TTR("This script is a custom type.");
				button_color.a = 0.5;
			}
			item->add_button(0, get_theme_icon(SNAME("Script"), SNAME("EditorIcons")), BUTTON_SCRIPT, false, TTR("Open Script:") + " " + scr->get_path() + additional_notes);
			item->set_button_color(0, item->get_button_count(0) - 1, button_color);
		}
		if (p_node->is_class("CanvasItem")) {
			if (p_node->has_meta("_edit_lock_")) {
				item->add_button(0, get_theme_icon(SNAME("Lock"), SNAME("EditorIcons")), BUTTON_LOCK, false, TTR("Node is locked.\nClick to unlock it."));
			}
			if (p_node->has_meta("_edit_group_")) {
				item->add_button(0, get_theme_icon(SNAME("Group"), SNAME("EditorIcons")), BUTTON_GROUP, false, TTR("Children are not selectable.\nClick to make them selectable."));
			}
			bool v = p_node->call("is_visible");
			if (v) {
				item->add_button(0, get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));
			} else {
				item->add_button(0, get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));
			}
			if (!p_node->is_connected("visibility_changed", callable_mp(this, &SceneTreeEditor::_node_visibility_changed))) {
				p_node->connect("visibility_changed", callable_mp(this, &SceneTreeEditor::_node_visibility_changed).bind(p_node));
			}
			_update_visibility_color(p_node, item);
		} else if (p_node->is_class("CanvasLayer") || p_node->is_class("Window")) {
			bool v = p_node->call("is_visible");
			if (v) {
				item->add_button(0, get_theme_icon(SNAME("GuiVisibilityVisible"), SNAME("EditorIcons")), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));