### 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 search = lne_search->get_text();
	String replace = lne_replace->get_text();
	String prefix = lne_prefix->get_text();
	String suffix = lne_suffix->get_text();
	String new_name = node->get_name();
	if (cbut_substitute->is_pressed()) {
		search = _substitute(search, node, count);
		replace = _substitute(replace, node, count);
		prefix = _substitute(prefix, node, count);
		suffix = _substitute(suffix, node, count);
	}
	if (cbut_regex->is_pressed()) {
		new_name = _regex(search, new_name, replace);
	} else {
		new_name = new_name.replace(search, replace);
	}
	new_name = prefix + new_name + suffix;
	if (cbut_process->is_pressed()) {
		new_name = _postprocess(new_name);
	}
	return new_name;
}
String RenameDialog::_substitute(const String &subject, const Node *node, int count) {