### 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
add_child(vbc);
	
	GridContainer *grd_main = memnew(GridContainer);
	grd_main->set_columns(2);
	grd_main->set_v_size_flags(Control::SIZE_EXPAND_FILL);
	vbc->add_child(grd_main);
	
	Label *lbl_search = memnew(Label);
	lbl_search->set_text(TTR("Search:"));
	lne_search = memnew(LineEdit);
	lne_search->set_name("lne_search");
	lne_search->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	Label *lbl_replace = memnew(Label);
	lbl_replace->set_text(TTR("Replace:"));
	lne_replace = memnew(LineEdit);
	lne_replace->set_name("lne_replace");
	lne_replace->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	grd_main->add_child(lbl_search);
	grd_main->add_child(lbl_replace);
	grd_main->add_child(lne_search);
	grd_main->add_child(lne_replace);
	
	Label *lbl_prefix = memnew(Label);
	lbl_prefix->set_text(TTR("Prefix:"));
	lne_prefix = memnew(LineEdit);
	lne_prefix->set_name("lne_prefix");
	lne_prefix->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	Label *lbl_suffix = memnew(Label);
	lbl_suffix->set_text(TTR("Suffix:"));
	lne_suffix = memnew(LineEdit);