### 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
lock_preview_update = true;
	lne_prefix->clear();
	lne_suffix->clear();
	lne_search->clear();
	lne_replace->clear();
	cbut_substitute->set_pressed(false);
	cbut_regex->set_pressed(false);
	cbut_process->set_pressed(false);
	chk_per_level_counter->set_pressed(true);
	spn_count_start->set_value(1);
	spn_count_step->set_value(1);
	spn_count_padding->set_value(1);
	opt_style->select(0);
	opt_case->select(0);
	lock_preview_update = false;
	_update_preview();
}
bool RenameDialog::_is_main_field(LineEdit *line_edit) {