### Godot version

4.1.dev (1becfea37c)

### System information

MacOS 13.3 M1 Pro

### Issue description

When renaming with Batch Rename using invalid character `NodePath` will be updated with the invalid new name.

### Steps to reproduce

1.  open MRP
2. batch rename all nodes except the root from `e` to `%`
3. look at the `NodePath` on the root

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11377324/test1.zip)

if (!p_node) {
		return;
	}
	
	
	bool part_of_subscene = false;
	if (!display_foreign && p_node->get_owner() != get_scene_node() && p_node != get_scene_node()) {
		if ((show_enabled_subscene || can_open_instance) && p_node->get_owner() && (get_scene_node()->is_editable_instance(p_node->get_owner()))) {
			part_of_subscene = true;
			
		} else {
			return;
		}
	} else {
		part_of_subscene = p_node != get_scene_node() && get_scene_node()->get_scene_inherited_state().is_valid() && get_scene_node()->get_scene_inherited_state()->find_node_by_path(get_scene_node()->get_path_to(p_node)) >= 0;
	}
	TreeItem *item = tree->create_item(p_parent);
	item->set_text(0, p_node->get_name());
	if (can_rename && !part_of_subscene) {
		item->set_editable(0, true);
	}
	item->set_selectable(0, true);
	if (can_rename) {
		bool collapsed = p_node->is_displayed_folded();
		if (collapsed) {
			item->set_collapsed(true);
		}
	}
	Ref<Texture2D> icon = EditorNode::get_singleton()->get_object_icon(p_node, "Node");
	item->set_icon(0, icon);