### 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
#include "rename_dialog.h"
#include "modules/modules_enabled.gen.h" 
#ifdef MODULE_REGEX_ENABLED
#include "core/string/print_string.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "editor/editor_themes.h"
#include "editor/editor_undo_redo_manager.h"
#include "modules/regex/regex.h"
#include "plugins/script_editor_plugin.h"
#include "scene/gui/check_box.h"
#include "scene/gui/check_button.h"
#include "scene/gui/control.h"
#include "scene/gui/grid_container.h"
#include "scene/gui/label.h"
#include "scene/gui/option_button.h"
#include "scene/gui/separator.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/tab_container.h"
RenameDialog::RenameDialog(SceneTreeEditor *p_scene_tree_editor) {
	scene_tree_editor = p_scene_tree_editor;
	preview_node = nullptr;
	set_title(TTR("Batch Rename"));
	VBoxContainer *vbc = memnew(VBoxContainer);