### Godot version

4.1.dev (a7276f1ce0)

### System information

MacOS 13.3 M1 Pro

### Issue description

when doing a Batch rename with two nodes being present in a `NodePath`. Batch Rename will try to update the `NodePath` but will fail which will results in this error
<img width="515" alt="Capture d’écran 2023-04-14 à 23 59 02" src="https://user-images.githubusercontent.com/66184050/232161972-57b49435-7707-4e41-bfed-613b073477b7.png">


### Steps to reproduce

1. Open the minimal reproduction project or follow the instruction below:
    1. first reproduce the following tree (this is because of #76069) <img width="235" alt="Capture d’écran 2023-04-14 à 23 09 47" src="https://user-images.githubusercontent.com/66184050/232155382-da3f9e22-26fb-4e10-bdcb-07cb60c25ea1.png">
    2. add a script to the root and export a `NodePath` variable
    3. Set the exported variable to the `GrandChild` node
4. select all node except the root.
5. Batch rename `C` to `T` for example
6. Inspect the root node. You should have a broken `NodePath` and an error.

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11237175/test1.zip)
void _add_nodes(Node *p_node, TreeItem *p_parent);
	void _test_update_tree();
	bool _update_filter(TreeItem *p_parent = nullptr, bool p_scroll_to_selected = false);
	bool _item_matches_all_terms(TreeItem *p_item, PackedStringArray p_terms);
	void _tree_changed();
	void _tree_process_mode_changed();
	void _node_removed(Node *p_node);
	void _node_renamed(Node *p_node);
	TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
	void _notification(int p_what);
	void _selected_changed();
	void _deselect_items();
	void _rename_node(ObjectID p_node, const String &p_name);
	void _cell_collapsed(Object *p_obj);
	uint64_t last_hash;
	bool can_rename;
	bool can_open_instance;
	bool updating_tree = false;
	bool show_enabled_subscene = false;
	bool is_scene_tree_dock = false;
	void _renamed();
	HashSet<Node *> marked;
	bool marked_selectable = false;
	bool marked_children_selectable = false;
	bool display_foreign = false;
	bool tree_dirty = true;
	bool pending_test_update = false;
	static void _bind_methods();
	void _cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
	void _toggle_visible(Node *p_node);