### Godot version

4.1.dev (1becfea37c)

### System information

MacOS 13.3 M1 Pro

### Issue description

When renaming with Batch Rename using invalid character `NodePath` will be updated with the invalid new name.

### Steps to reproduce

1.  open MRP
2. batch rename all nodes except the root from `e` to `%`
3. look at the `NodePath` on the root

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11377324/test1.zip)

if (EditorNode::get_singleton()->is_exiting()) {
		return; //speed up exit
	}
	if (p_node->is_connected("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed))) {
		p_node->disconnect("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed));
	}
	if (p_node->is_class("Node3D") || p_node->is_class("CanvasItem") || p_node->is_class("CanvasLayer") || p_node->is_class("Window")) {
		if (p_node->is_connected("visibility_changed", callable_mp(this, &SceneTreeEditor::_node_visibility_changed))) {
			p_node->disconnect("visibility_changed", callable_mp(this, &SceneTreeEditor::_node_visibility_changed));
		}
	}
	if (p_node == selected) {
		selected = nullptr;
		emit_signal(SNAME("node_selected"));
	}
}
void SceneTreeEditor::_node_renamed(Node *p_node) {
	if (p_node != get_scene_node() && !get_scene_node()->is_ancestor_of(p_node)) {
		return;
	}
	emit_signal(SNAME("node_renamed"));
	if (!tree_dirty) {
		MessageQueue::get_singleton()->push_call(this, "_update_tree");
		tree_dirty = true;
	}
}
void SceneTreeEditor::_update_tree(bool p_scroll_to_selected) {