### 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
but_insert_name->set_tooltip_text(String("${NAME}\n") + TTR("Node name."));
	but_insert_name->set_focus_mode(Control::FOCUS_NONE);
	but_insert_name->connect("pressed", callable_mp(this, &RenameDialog::_insert_text).bind("${NAME}"));
	but_insert_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	grd_substitute->add_child(but_insert_name);
	
	but_insert_parent = memnew(Button);
	but_insert_parent->set_text("PARENT");
	but_insert_parent->set_tooltip_text(String("${PARENT}\n") + TTR("Node's parent name, if available."));
	but_insert_parent->set_focus_mode(Control::FOCUS_NONE);
	but_insert_parent->connect("pressed", callable_mp(this, &RenameDialog::_insert_text).bind("${PARENT}"));
	but_insert_parent->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	grd_substitute->add_child(but_insert_parent);
	
	but_insert_type = memnew(Button);
	but_insert_type->set_text("TYPE");
	but_insert_type->set_tooltip_text(String("${TYPE}\n") + TTR("Node type."));
	but_insert_type->set_focus_mode(Control::FOCUS_NONE);
	but_insert_type->connect("pressed", callable_mp(this, &RenameDialog::_insert_text).bind("${TYPE}"));
	but_insert_type->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	grd_substitute->add_child(but_insert_type);
	
	but_insert_scene = memnew(Button);
	but_insert_scene->set_text("SCENE");
	but_insert_scene->set_tooltip_text(String("${SCENE}\n") + TTR("Current scene name."));
	but_insert_scene->set_focus_mode(Control::FOCUS_NONE);
	but_insert_scene->connect("pressed", callable_mp(this, &RenameDialog::_insert_text).bind("${SCENE}"));
	but_insert_scene->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	grd_substitute->add_child(but_insert_scene);