### Godot version

4.1.dev (1becfea37c)

### System information

MacOS 13.3 M1 Pro

### Issue description

When renaming with Batch Rename using invalid character `NodePath` will be updated with the invalid new name.

### Steps to reproduce

1.  open MRP
2. batch rename all nodes except the root from `e` to `%`
3. look at the `NodePath` on the root

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11377324/test1.zip)

which->set_text(0, new_name);
	}
	if (new_name == n->get_name()) {
		if (which->get_text(0).is_empty()) {
			which->set_text(0, new_name);
		}
		return;
	}
	// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace, which would make it more difficult to get the node via `get_node()`.
	new_name = new_name.strip_edges();
	if (n->is_unique_name_in_owner() && get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name) != nullptr) {
		error->set_text(TTR("Another node already uses this unique name in the scene."));
		error->popup_centered();
		which->set_text(0, n->get_name());
		return;
	}
	if (!is_scene_tree_dock) {
		n->set_name(new_name);
		which->set_metadata(0, n->get_path());
		emit_signal(SNAME("node_renamed"));
	} else {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Rename Node"), UndoRedo::MERGE_DISABLE, n);
		emit_signal(SNAME("node_prerename"), n, new_name);
		undo_redo->add_do_method(this, "_rename_node", n->get_instance_id(), new_name);
		undo_redo->add_undo_method(this, "_rename_node", n->get_instance_id(), n->get_name());
		undo_redo->commit_action();
	}
}
Node *SceneTreeEditor::get_selected() {