### 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
editor_selection->add_node(n);
		set_selected(n);
		TabContainer *tab_container = Object::cast_to<TabContainer>(NodeDock::get_singleton()->get_parent());
		NodeDock::get_singleton()->get_parent()->call("set_current_tab", tab_container->get_tab_idx_from_control(NodeDock::get_singleton()));
		NodeDock::get_singleton()->show_connections();
	} else if (p_id == BUTTON_GROUPS) {
		editor_selection->clear();
		editor_selection->add_node(n);
		set_selected(n);
		TabContainer *tab_container = Object::cast_to<TabContainer>(NodeDock::get_singleton()->get_parent());
		NodeDock::get_singleton()->get_parent()->call("set_current_tab", tab_container->get_tab_idx_from_control(NodeDock::get_singleton()));
		NodeDock::get_singleton()->show_groups();
	} else if (p_id == BUTTON_UNIQUE) {
		undo_redo->create_action(TTR("Disable Scene Unique Name"));
		undo_redo->add_do_method(n, "set_unique_name_in_owner", false);
		undo_redo->add_undo_method(n, "set_unique_name_in_owner", true);
		undo_redo->add_do_method(this, "_update_tree");
		undo_redo->add_undo_method(this, "_update_tree");
		undo_redo->commit_action();
	}
}
void SceneTreeEditor::_toggle_visible(Node *p_node) {
	if (p_node->has_method("is_visible") && p_node->has_method("set_visible")) {
		bool v = bool(p_node->call("is_visible"));
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->add_do_method(p_node, "set_visible", !v);
		undo_redo->add_undo_method(p_node, "set_visible", v);
	}
}
void SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {