### Godot version

v4.1.rc2.official [46424488e]

### System information

Godot v4.1.rc2 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)

### Issue description

A minor annoyance when accidentally editing the name of a uniquely named node. Nothing gets broken. But you get an incorrect alert.

**Addendum 1**: Actually I was using rename to copy the name of the controls, because of this I was not changing their names.

### Steps to reproduce

1. In any scene
2. Add or make a Node uniquely named (%)
3. Rename the Node to the same it had

You get an alert saying "Another node already uses this unique name in the scene.".

![image](https://github.com/godotengine/godot/assets/1212509/7ea60403-4bc1-4332-961e-3b9c36bf9216)

**Addendum 2**: <strike>It appears to not always happen, but if I make a change of the name, and revert it to what it was, it will happen for sure. </strike> It does not happen if I cancel (ESC). *It is a matter of muscle memory, sorry by the confusion.*

### Minimal reproduction project

*Any project would do*
if (!p_parent) {
		p_parent = tree->get_root();
		filter_term_warning.clear();
	}
	if (!p_parent) {
		// Tree is empty, nothing to do here.
		return false;
	}
	bool keep_for_children = false;
	for (TreeItem *child = p_parent->get_first_child(); child; child = child->get_next()) {
		// Always keep if at least one of the children are kept.
		keep_for_children = _update_filter(child, p_scroll_to_selected) || keep_for_children;
	}
	// Now find other reasons to keep this Node, too.
	PackedStringArray terms = filter.to_lower().split_spaces();
	bool keep = _item_matches_all_terms(p_parent, terms);
	p_parent->set_visible(keep_for_children || keep);
	if (keep && !valid_types.is_empty()) {
		keep = false;
		Node *n = get_node(p_parent->get_metadata(0));
		for (const StringName &E : valid_types) {
			if (n->is_class(E) ||
					EditorNode::get_singleton()->is_object_of_custom_type(n, E)) {
				keep = true;
				break;