### Godot version

4.1.dev (a7276f1ce0)

### System information

MacOS 13.3 M1 Pro

### Issue description

when doing a Batch rename with two nodes being present in a `NodePath`. Batch Rename will try to update the `NodePath` but will fail which will results in this error
<img width="515" alt="Capture d’écran 2023-04-14 à 23 59 02" src="https://user-images.githubusercontent.com/66184050/232161972-57b49435-7707-4e41-bfed-613b073477b7.png">


### Steps to reproduce

1. Open the minimal reproduction project or follow the instruction below:
    1. first reproduce the following tree (this is because of #76069) <img width="235" alt="Capture d’écran 2023-04-14 à 23 09 47" src="https://user-images.githubusercontent.com/66184050/232155382-da3f9e22-26fb-4e10-bdcb-07cb60c25ea1.png">
    2. add a script to the root and export a `NodePath` variable
    3. Set the exported variable to the `GrandChild` node
4. select all node except the root.
5. Batch rename `C` to `T` for example
6. Inspect the root node. You should have a broken `NodePath` and an error.

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11237175/test1.zip)
void set_editor_selection(EditorSelection *p_selection);
	void set_show_enabled_subscene(bool p_show) { show_enabled_subscene = p_show; }
	void set_valid_types(const Vector<StringName> &p_valid);
	void update_tree() { _update_tree(); }
	void set_auto_expand_selected(bool p_auto, bool p_update_settings);
	void set_connect_to_script_mode(bool p_enable);
	void set_connecting_signal(bool p_enable);
	Tree *get_scene_tree() { return tree; }
	void update_warning();
	SceneTreeEditor(bool p_label = true, bool p_can_rename = false, bool p_can_open_instance = false);
	~SceneTreeEditor();
};
class SceneTreeDialog : public ConfirmationDialog {