### 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
ERR_FAIL_COND(blocked > 0);
	if (pending_test_update) {
		_test_update_tree();
	}
	if (tree_dirty) {
		_update_tree();
	}
	if (selected == p_node) {
		return;
	}
	TreeItem *item = p_node ? _find(tree->get_root(), p_node->get_path()) : nullptr;
	if (item) {
		if (auto_expand_selected) {
			// M
			TreeItem *node = item->get_parent();
			while (node && node != tree->get_root()) {
				node->set_collapsed(false);