### 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*
ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
	return get_tree()->get_edited_scene_root();
}
void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button) {
	if (p_button != MouseButton::LEFT) {
		return;
	}
	if (connect_to_script_mode) {
		return; 
	}
	TreeItem *item = Object::cast_to<TreeItem>(p_item);
	ERR_FAIL_COND(!item);
	NodePath np = item->get_metadata(0);
	Node *n = get_node(np);
	ERR_FAIL_COND(!n);
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	if (p_id == BUTTON_SUBSCENE) {
		if (n == get_scene_node()) {
			if (n && n->get_scene_inherited_state().is_valid()) {
				emit_signal(SNAME("open"), n->get_scene_inherited_state()->get_path());
			}
		} else {
			emit_signal(SNAME("open"), n->get_scene_file_path());
		}
	} else if (p_id == BUTTON_SCRIPT) {
		Ref<Script> script_typed = n->get_script();