### 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
String result = subject.replace("${COUNTER}", vformat("%0" + itos(spn_count_padding->get_value()) + "d", count));
	if (node) {
		result = result.replace("${NAME}", node->get_name());
		result = result.replace("${TYPE}", node->get_class());
	}
	int current = EditorNode::get_singleton()->get_editor_data().get_edited_scene();
	
	
	
	result = result.replace("${SCENE}", EditorNode::get_singleton()->get_editor_data().get_scene_title(current, true));
	Node *root_node = SceneTree::get_singleton()->get_edited_scene_root();
	if (root_node) {
		result = result.replace("${ROOT}", root_node->get_name());
	}
	if (node) {
		Node *parent_node = node->get_parent();
		if (parent_node) {
			if (node == root_node) {
				
				result = result.replace("${PARENT}", "");
			} else {
				result = result.replace("${PARENT}", parent_node->get_name());
			}
		}
	}
	return result;
}
void RenameDialog::_error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, bool p_editor_notify, ErrorHandlerType p_type) {