### 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
return line_edit &&
			(line_edit == lne_search || line_edit == lne_replace || line_edit == lne_prefix || line_edit == lne_suffix);
}
void RenameDialog::_insert_text(String text) {
	LineEdit *focus_owner = Object::cast_to<LineEdit>(get_viewport()->gui_get_focus_owner());
	if (_is_main_field(focus_owner)) {
		focus_owner->selection_delete();
		focus_owner->insert_text_at_caret(text);
		_update_preview();
	}
}
void RenameDialog::_features_toggled(bool pressed) {
	if (pressed) {
		tabc_features->show();
	} else {
		tabc_features->hide();
	}
	
	Size2i new_size = get_size();
	new_size.y = 0;
	set_size(new_size);
}
#endif