### 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)
node = node->get_parent();
			}
			item->select(0);
			item->set_as_cursor(0);
			selected = p_node;
			tree->ensure_cursor_is_visible();
		}
	} else {
		if (!p_node) {
			selected = nullptr;
		}
		_update_tree();
		selected = p_node;
	}
	if (p_emit_selected) {
		emit_signal(SNAME("node_selected"));
	}
}
void SceneTreeEditor::_rename_node(ObjectID p_node, const String &p_name) {
	Object *o = ObjectDB::get_instance(p_node);
	ERR_FAIL_COND(!o);
	Node *n = Object::cast_to<Node>(o);
	ERR_FAIL_COND(!n);
	TreeItem *item = _find(tree->get_root(), n->get_path());
	ERR_FAIL_COND(!item);
	n->set_name(p_name);
	item->set_metadata(0, n->get_path());
	item->set_text(0, p_name);
}
void SceneTreeEditor::_renamed() {