### 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
item->set_metadata(0, p_node->get_path());
	if (connect_to_script_mode) {
		Color accent = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
		Ref<Script> scr = p_node->get_script();
		if (!scr.is_null() && EditorNode::get_singleton()->get_object_custom_type_base(p_node) != scr) {
			
			item->add_button(0, get_theme_icon(SNAME("Script"), SNAME("EditorIcons")), BUTTON_SCRIPT);
		} else {
			
			item->set_custom_color(0, get_theme_color(SNAME("disabled_font_color"), SNAME("Editor")));
			item->set_selectable(0, false);
			if (!scr.is_null()) { 
				item->add_button(0, get_theme_icon(SNAME("Script"), SNAME("EditorIcons")), BUTTON_SCRIPT);
				item->set_button_disabled(0, item->get_button_count(0) - 1, true);
			}
			accent.a *= 0.7;
		}
		if (marked.has(p_node)) {
			String node_name = p_node->get_name();
			if (connecting_signal) {
				node_name += " " + TTR("(Connecting From)");
			}
			item->set_text(0, node_name);
			item->set_custom_color(0, accent);
		}
	} else if (part_of_subscene) {
		if (valid_types.size() == 0) {
			item->set_custom_color(0, get_theme_color(SNAME("warning_color"), SNAME("Editor")));
		}
	} else if (marked.has(p_node)) {