### 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
}
	if (keep_for_children) {
		if (keep) {
			p_parent->clear_custom_color(0);
			p_parent->set_selectable(0, true);
		} else {
			p_parent->set_custom_color(0, get_theme_color(SNAME("disabled_font_color"), SNAME("Editor")));
			p_parent->set_selectable(0, false);
			p_parent->deselect(0);
		}
	}
	if (editor_selection) {
		Node *n = get_node(p_parent->get_metadata(0));
		if (keep) {
			if (p_scroll_to_selected && n && editor_selection->is_selected(n)) {
				tree->scroll_to_item(p_parent);
			}
		} else {
			if (n && p_parent->is_selected(0)) {
				editor_selection->remove_node(n);
				p_parent->deselect(0);
			}
		}
	}
	return keep || keep_for_children;
}
bool SceneTreeEditor::_item_matches_all_terms(TreeItem *p_item, PackedStringArray p_terms) {
	if (p_terms.is_empty()) {
		return true;
	}