### 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
valid_types = p_valid;
}
void SceneTreeEditor::set_editor_selection(EditorSelection *p_selection) {
	editor_selection = p_selection;
	tree->set_select_mode(Tree::SELECT_MULTI);
	tree->set_cursor_can_exit_tree(false);
	editor_selection->connect("selection_changed", callable_mp(this, &SceneTreeEditor::_selection_changed));
}
void SceneTreeEditor::_update_selection(TreeItem *item) {
	ERR_FAIL_COND(!item);
	NodePath np = item->get_metadata(0);
	if (!has_node(np)) {
		return;
	}
	Node *n = get_node(np);
	if (!n) {
		return;
	}
	if (editor_selection->is_selected(n)) {
		item->select(0);
	} else {
		item->deselect(0);
	}
	TreeItem *c = item->get_first_child();
	while (c) {
		_update_selection(c);
		c = c->get_next();
	}
}
void SceneTreeEditor::_selection_changed() {