### 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
} else if (case_id == 2) {
		
		result = result.to_upper();
	}
	return result;
}
void RenameDialog::_iterate_scene(const Node *node, const Array &selection, int *counter) {
	if (!node) {
		return;
	}
	if (selection.has(node)) {
		String new_name = _apply_rename(node, *counter);
		if (node->get_name() != new_name) {
			Pair<NodePath, String> rename_item;
			rename_item.first = node->get_path();
			rename_item.second = new_name;
			to_rename.push_back(rename_item);
		}
		*counter += spn_count_step->get_value();
	}
	int *cur_counter = counter;
	int level_counter = spn_count_start->get_value();
	if (chk_per_level_counter->is_pressed()) {
		cur_counter = &level_counter;
	}
	for (int i = 0; i < node->get_child_count(); ++i) {
		_iterate_scene(node->get_child(i), selection, cur_counter);
	}
}
void RenameDialog::rename() {