### 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
String node_name = p_node->get_name();
		if (connecting_signal) {
			node_name += " " + TTR("(Connecting From)");
		}
		item->set_text(0, node_name);
		item->set_selectable(0, marked_selectable);
		item->set_custom_color(0, get_theme_color(SNAME("accent_color"), SNAME("Editor")));
	} else if (!p_node->can_process()) {
		item->set_custom_color(0, get_theme_color(SNAME("disabled_font_color"), SNAME("Editor")));
	} else if (!marked_selectable && !marked_children_selectable) {
		Node *node = p_node;
		while (node) {
			if (marked.has(node)) {
				item->set_selectable(0, false);
				item->set_custom_color(0, get_theme_color(SNAME("error_color"), SNAME("Editor")));
				break;
			}
			node = node->get_parent();
		}
	}
	if (can_rename) { 
		String conf_warning = p_node->get_configuration_warnings_as_string();
		if (!conf_warning.is_empty()) {
			const int num_warnings = p_node->get_configuration_warnings().size();
			String warning_icon;
			if (num_warnings == 1) {
				warning_icon = SNAME("NodeWarning");
			} else if (num_warnings <= 3) {
				warning_icon = vformat("NodeWarnings%d", num_warnings);
			} else {