### 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*
List<Node::GroupInfo> group_info_list;
					node->get_groups(&group_info_list);
					bool term_in_groups = false;
					for (int j = 0; j < group_info_list.size(); j++) {
						if (!group_info_list[j].persistent) {
							continue; // I
						}
						if (String(group_info_list[j].name).to_lower().contains(argument)) {
							term_in_groups = true;
							break;
						}
					}
					if (!term_in_groups) {
						return false;
					}
				}
			} else if (filter_term_warning.is_empty()) {
				filter_term_warning = vformat(TTR("\"%s\" is not a known filter."), parameter);
				continue;
			}
		} else {
			// D
			if (!p_item->get_text(0).to_lower().contains(term)) {
				return false;
			}
		}
	}
	return true;
}
void SceneTreeEditor::_compute_hash(Node *p_node, uint64_t &hash) {