### 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
VBoxContainer *vb = memnew(VBoxContainer);
	Array objs;
	int list_max = 10;
	float opacity_step = 1.0f / list_max;
	float opacity_item = 1.0f;
	for (int i = 0; i < selected_nodes.size(); i++) {
		if (i < list_max) {
			HBoxContainer *hb = memnew(HBoxContainer);
			TextureRect *tf = memnew(TextureRect);
			tf->set_texture(icons[i]);
			tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
			hb->add_child(tf);
			Label *label = memnew(Label(selected_nodes[i]->get_name()));
			hb->add_child(label);
			vb->add_child(hb);
			hb->set_modulate(Color(1, 1, 1, opacity_item));
			opacity_item -= opacity_step;
		}
		NodePath p = selected_nodes[i]->get_path();
		objs.push_back(p);
	}
	set_drag_preview(vb);
	Dictionary drag_data;
	drag_data["type"] = "nodes";
	drag_data["nodes"] = objs;
	tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN | Tree::DROP_MODE_ON_ITEM);
	emit_signal(SNAME("nodes_dragged"));
	return drag_data;
}
bool SceneTreeEditor::_is_script_type(const StringName &p_type) const {