### 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*
}
		}
	}
	if (keep) {
		p_parent->clear_custom_color(0);
		p_parent->set_selectable(0, true);
	} else if (keep_for_children) {
		p_parent->set_custom_color(0, get_theme_color(SNAME("disabled_font_color"), SNAME("Editor")));
		p_parent->set_selectable(0, false);
		p_parent->deselect(0);
	}
	if (editor_selection) {
		Node *n = get_node(p_parent->get_metadata(0));
		if (keep) {
			if (p_scroll_to_selected && n && editor_selection->is_selected(n)) {
				tree->scroll_to_item(p_parent);
			}
		} else {
			if (n && p_parent->is_selected(0)) {
				editor_selection->remove_node(n);
				p_parent->deselect(0);
			}
		}
	}
	return keep || keep_for_children;
}
bool SceneTreeEditor::_item_matches_all_terms(TreeItem *p_item, PackedStringArray p_terms) {
	if (p_terms.is_empty()) {
		return true;
	}