### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)

### Issue description

A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert.

**Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names.

### Steps to reproduce

1. In any scene
2. Add or make a Node uniquely named (%)
3. Rename the Node to the same it had

You get an alert saying "Another node already uses this unique name in the scene.".

![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216)

**Addendum 2**: <strike>It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. </strike> It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.*

### Minimal reproduction project

*Any project would do*
AnimationPlayerEditor::get_singleton()->unpin();
			_update_tree();
		}
	} else if (p_id == BUTTON_GROUP) {
		undo_redo->create_action(TTR("Button Group"));
		if (n->is_class("CanvasItem") || n->is_class("Node3D")) {
			undo_redo->add_do_method(n, "remove_meta", "_edit_group_");
			undo_redo->add_undo_method(n, "set_meta", "_edit_group_", true);
			undo_redo->add_do_method(this, "_update_tree");
			undo_redo->add_undo_method(this, "_update_tree");
			undo_redo->add_do_method(this, "emit_signal", "node_changed");
			undo_redo->add_undo_method(this, "emit_signal", "node_changed");
		}
		undo_redo->commit_action();
	} else if (p_id == BUTTON_WARNING) {
		String config_err = n->get_configuration_warnings_as_string();
		if (config_err.is_empty()) {
			return;
		}
		const PackedInt32Array boundaries = TS->string_get_word_breaks(config_err, "", 80);
		PackedStringArray lines;
		for (int i = 0; i < boundaries.size(); i += 2) {
			const int start = boundaries[i];
			const int end = boundaries[i + 1];
			lines.append(config_err.substr(start, end - start + 1));
		}
		warning->set_text(String("\n").join(lines));
		warning->popup_centered();
	} else if (p_id == BUTTON_SIGNALS) {
		editor_selection->clear();