### Godot version

v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.dev4 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

### Issue description

If the folder has assigned a color, the color is reset to default when the folder name is changed. Also subfolder colors are reset.

Also moving a folder resets its and its subfolders' colors.

I would expect that renaming or moving doesn't rest the folder color. Especially if you have a large folder structure with many folder levels and assigned colors, it is a unfortunate to have all colors reset if the top level folder is renamed.

### Steps to reproduce

1. Create folder structure 

```
level1
	level2
		level3
```

2. Set folder colors to `level1` and `level2.`

3. Rename `level1` to `foobar` 

-> All folders are now using the default color.


### Minimal reproduction project

N/A
tree->clear();
	tree_update_id++;
	updating_tree = true;
	TreeItem *root = tree->create_item();
	
	TreeItem *favorites_item = tree->create_item(root);
	favorites_item->set_icon(0, get_editor_theme_icon(SNAME("Favorites")));
	favorites_item->set_text(0, TTR("Favorites:"));
	favorites_item->set_metadata(0, "Favorites");
	favorites_item->set_collapsed(p_uncollapsed_paths.find("Favorites") < 0);
	Vector<String> favorite_paths = EditorSettings::get_singleton()->get_favorites();
	Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
	bool fav_changed = false;
	for (int i = favorite_paths.size() - 1; i >= 0; i--) {
		if (da->dir_exists(favorite_paths[i]) || da->file_exists(favorite_paths[i])) {
			continue;
		}
		favorite_paths.remove_at(i);
		fav_changed = true;
	}
	if (fav_changed) {
		EditorSettings::get_singleton()->set_favorites(favorite_paths);
	}
	Ref<Texture2D> folder_icon = get_editor_theme_icon(SNAME("Folder"));
	const Color default_folder_color = get_theme_color(SNAME("folder_icon_color"), SNAME("FileDialog"));
	for (int i = 0; i < favorite_paths.size(); i++) {