### 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
tree->set_filter(p_filter);
}
void SceneTreeDialog::_bind_methods() {
	ClassDB::bind_method("_cancel", &SceneTreeDialog::_cancel);
	ADD_SIGNAL(MethodInfo("selected", PropertyInfo(Variant::NODE_PATH, "path")));
}
SceneTreeDialog::SceneTreeDialog() {
	set_title(TTR("Select a Node"));
	VBoxContainer *vbc = memnew(VBoxContainer);
	add_child(vbc);
	filter = memnew(LineEdit);
	filter->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	filter->set_placeholder(TTR("Filter Nodes"));
	filter->set_clear_button_enabled(true);
	filter->add_theme_constant_override("minimum_character_width", 0);
	filter->connect("text_changed", callable_mp(this, &SceneTreeDialog::_filter_changed));
	vbc->add_child(filter);
	tree = memnew(SceneTreeEditor(false, false, true));
	tree->set_v_size_flags(Control::SIZE_EXPAND_FILL);
	tree->get_scene_tree()->connect("item_activated", callable_mp(this, &SceneTreeDialog::_select));
	vbc->add_child(tree);
	// Disable the OK button when no node is selected.
	get_ok_button()->set_disabled(!tree->get_selected());
	tree->connect("node_selected", callable_mp(this, &SceneTreeDialog::_selected_changed));
}
SceneTreeDialog::~SceneTreeDialog() {
}