### Godot version

v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.dev4 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 Threads)

### Issue description

When folder is moved in project's file structure, folder's path is printed to Output. Most likely a forgotten debug print as it doesn't contain any useful information.

![kuva](https://github.com/godotengine/godot/assets/49998025/6167610f-c61b-4361-875a-86ba4ac18575)


### Steps to reproduce

1. Create folder structure:
```
res://
    foo
        bar
```
2. Move "bar" folder one level up

### Minimal reproduction project

N/A
const HashMap<StringName, PropertyInfo> prop_info = ProjectSettings::get_singleton()->get_custom_property_info();
	for (const KeyValue<StringName, PropertyInfo> &E : prop_info) {
		if (E.value.hint == PROPERTY_HINT_FILE) {
			String old_path = GLOBAL_GET(E.key);
			if (p_renames.has(old_path)) {
				ProjectSettings::get_singleton()->set_setting(E.key, p_renames[old_path]);
			}
		};
	}
	
	List<PropertyInfo> property_list;
	ProjectSettings::get_singleton()->get_property_list(&property_list);
	for (const PropertyInfo &E : property_list) {
		if (E.name.begins_with("autoload/")) {
			
			
			String autoload = GLOBAL_GET(E.name);
			String autoload_singleton = autoload.substr(1, autoload.length());
			if (p_renames.has(autoload)) {
				ProjectSettings::get_singleton()->set_setting(E.name, p_renames[autoload]);
			} else if (autoload.begins_with("*") && p_renames.has(autoload_singleton)) {
				ProjectSettings::get_singleton()->set_setting(E.name, "*" + p_renames[autoload_singleton]);
			}
		}
	}
	ProjectSettings::get_singleton()->save();
}
String FileSystemDock::_get_unique_name(const FileOrFolder &p_entry, const String &p_at_path) {