### 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*
String file = files[i];
			String ftype = EditorFileSystem::get_singleton()->get_file_type(file);
			if (ftype != "PackedScene") {
				scene_drop = false;
				break;
			}
		}
		if (scene_drop) {
			tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN | Tree::DROP_MODE_ON_ITEM);
		} else {
			if (files.size() > 1) {
				return false;
			}
			tree->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
		}
		return true;
	}
	if (String(d["type"]) == "script_list_element") {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(d["script_list_element"]);
		if (se) {
			String sp = se->get_edited_resource()->get_path();
			if (_is_script_type(EditorFileSystem::get_singleton()->get_file_type(sp))) {
				tree->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
				return true;
			}
		}
	}
	return String(d["type"]) == "nodes" && filter.is_empty();
}
void SceneTreeEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {