### 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
popup_centered_clamped(Size2(350, 700) * EDSCALE);
}
void SceneTreeDialog::_update_theme() {
	filter->set_right_icon(tree->get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
}
void SceneTreeDialog::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_VISIBILITY_CHANGED: {
			if (is_visible()) {
				tree->update_tree();
				// S
				filter->call_deferred(SNAME("grab_focus"));
			}
		} break;
		case NOTIFICATION_ENTER_TREE: {
			connect("confirmed", callable_mp(this, &SceneTreeDialog::_select));
			_update_theme();
		} break;
		case NOTIFICATION_THEME_CHANGED: {
			_update_theme();
		} break;
		case NOTIFICATION_EXIT_TREE: {
			disconnect("confirmed", callable_mp(this, &SceneTreeDialog::_select));
		} break;
	}
}
void SceneTreeDialog::_cancel() {