### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)

### Issue description

A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert.

**Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names.

### Steps to reproduce

1. In any scene
2. Add or make a Node uniquely named (%)
3. Rename the Node to the same it had

You get an alert saying "Another node already uses this unique name in the scene.".

![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216)

**Addendum 2**: <strike>It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. </strike> It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.*

### Minimal reproduction project

*Any project would do*
TreeItem *which = tree->get_edited();
	ERR_FAIL_COND(!which);
	NodePath np = which->get_metadata(0);
	Node *n = get_node(np);
	ERR_FAIL_COND(!n);
	String new_name = which->get_text(0);
	if (new_name.strip_edges().is_empty()) {
		// If name is empty, fallback to class name.
		if (GLOBAL_GET("editor/naming/node_name_casing").operator int() != NAME_CASING_PASCAL_CASE) {
			new_name = Node::adjust_name_casing(n->get_class());
		} else {
			new_name = n->get_class();
		}
	}
	if (n->is_unique_name_in_owner() && get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name) != nullptr) {
		error->set_text(TTR("Another node already uses this unique name in the scene."));
		error->popup_centered();
		which->set_text(0, n->get_name());
		return;
	}
	_rename_node(n, new_name);
}
Node *SceneTreeEditor::get_selected() {