### Godot version

4.1.dev (a7276f1ce0)

### System information

MacOS 13.3 M1 Pro

### Issue description

when doing a Batch rename with two nodes being present in a `NodePath`. Batch Rename will try to update the `NodePath` but will fail which will results in this error
<img width="515" alt="Capture d’écran 2023-04-14 à 23 59 02" src="https://user-images.githubusercontent.com/66184050/232161972-57b49435-7707-4e41-bfed-613b073477b7.png">


### Steps to reproduce

1. Open the minimal reproduction project or follow the instruction below:
    1. first reproduce the following tree (this is because of #76069) <img width="235" alt="Capture d’écran 2023-04-14 à 23 09 47" src="https://user-images.githubusercontent.com/66184050/232155382-da3f9e22-26fb-4e10-bdcb-07cb60c25ea1.png">
    2. add a script to the root and export a `NodePath` variable
    3. Set the exported variable to the `GrandChild` node
4. select all node except the root.
5. Batch rename `C` to `T` for example
6. Inspect the root node. You should have a broken `NodePath` and an error.

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11237175/test1.zip)
class SceneTreeEditor : public Control {
	GDCLASS(SceneTreeEditor, Control);
	EditorSelection *editor_selection = nullptr;
	enum SceneTreeEditorButton {
		BUTTON_SUBSCENE = 0,
		BUTTON_VISIBILITY = 1,
		BUTTON_SCRIPT = 2,
		BUTTON_LOCK = 3,
		BUTTON_GROUP = 4,
		BUTTON_WARNING = 5,
		BUTTON_SIGNALS = 6,
		BUTTON_GROUPS = 7,
		BUTTON_PIN = 8,
		BUTTON_UNIQUE = 9,
	};
	Tree *tree = nullptr;
	Node *selected = nullptr;
	ObjectID instance_node;
	String filter;
	String filter_term_warning;
	AcceptDialog *error = nullptr;
	AcceptDialog *warning = nullptr;
	bool auto_expand_selected = true;
	bool connect_to_script_mode = false;
	bool connecting_signal = false;
	int blocked;
	void _compute_hash(Node *p_node, uint64_t &hash);