### 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
TreeItem *s = tree->get_selected();
	ERR_FAIL_COND(!s);
	NodePath np = s->get_metadata(0);
	Node *n = get_node(np);
	if (n == selected) {
		return;
	}
	selected = get_node(np);
	blocked++;
	emit_signal(SNAME("node_selected"));
	blocked--;
}
void SceneTreeEditor::_deselect_items() {
	// Clear currently selected items in scene tree dock.
	if (editor_selection) {
		editor_selection->clear();
		emit_signal(SNAME("node_changed"));
	}
}
void SceneTreeEditor::_cell_multi_selected(Object *p_object, int p_cell, bool p_selected) {