### 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*
}
	{
		// Display the node name in all tooltips so that long node names can be previewed
		// without having to rename them.
		String tooltip = String(p_node->get_name());
		if (p_node == get_scene_node() && p_node->get_scene_inherited_state().is_valid()) {
			item->add_button(0, get_theme_icon(SNAME("InstanceOptions"), SNAME("EditorIcons")), BUTTON_SUBSCENE, false, TTR("Open in Editor"));
			tooltip += String("\n" + TTR("Inherits:") + " " + p_node->get_scene_inherited_state()->get_path());
		} else if (p_node != get_scene_node() && !p_node->get_scene_file_path().is_empty() && can_open_instance) {
			item->add_button(0, get_theme_icon(SNAME("InstanceOptions"), SNAME("EditorIcons")), BUTTON_SUBSCENE, false, TTR("Open in Editor"));
			tooltip += String("\n" + TTR("Instance:") + " " + p_node->get_scene_file_path());
		}
		StringName custom_type = EditorNode::get_singleton()->get_object_custom_type_name(p_node);
		tooltip += String("\n" + TTR("Type:") + " " + (custom_type != StringName() ? String(custom_type) : p_node->get_class()));
		if (!p_node->get_editor_description().is_empty()) {
			tooltip += "\n\n" + p_node->get_editor_description();
		}
		item->set_tooltip_text(0, tooltip);
	}
	if (can_open_instance && is_scene_tree_dock) { // Show buttons only when necessary (SceneTreeDock) to avoid crashes.
		if (!p_node->is_connected("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed))) {
			p_node->connect("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed).bind(p_node));
		}
		Ref<Script> scr = p_node->get_script();
		if (!scr.is_null()) {
			String additional_notes;
			Color button_color = Color(1, 1, 1);
			// C
			if (scr->is_tool()) {
				additional_notes += "\n" + TTR("This script is currently running in the editor.");