### 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
int style_id = opt_style->get_selected();
	String result = subject;
	if (style_id == 1) {
		
		result = result.to_snake_case();
		result = _regex("_+", result, "_");
	} else if (style_id == 2) {
		
		RegEx pattern("_+(.?)");
		Array matches = pattern.search_all(result);
		
		if (matches.size() && result != "_") {
			String buffer;
			int start = 0;
			int end = 0;
			for (int i = 0; i < matches.size(); ++i) {
				start = ((Ref<RegExMatch>)matches[i])->get_start(1);
				buffer += result.substr(end, start - end - 1);
				buffer += result.substr(start, 1).to_upper();
				end = start + 1;
			}
			buffer += result.substr(end, result.size() - (end + 1));
			result = buffer.to_pascal_case();
		}
	}
	int case_id = opt_case->get_selected();
	if (case_id == 1) {
		
		result = result.to_lower();