### 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)
} else if (case_id == 2) {
		
		result = result.to_upper();
	}
	return result;
}
void RenameDialog::_iterate_scene(const Node *node, const Array &selection, int *counter) {
	if (!node) {
		return;
	}
	if (selection.has(node)) {
		String new_name = _apply_rename(node, *counter);
		if (node->get_name() != new_name) {
			Pair<NodePath, String> rename_item;
			rename_item.first = node->get_path();
			rename_item.second = new_name;
			to_rename.push_back(rename_item);
		}
		*counter += spn_count_step->get_value();
	}
	int *cur_counter = counter;
	int level_counter = spn_count_start->get_value();
	if (chk_per_level_counter->is_pressed()) {
		cur_counter = &level_counter;
	}
	for (int i = 0; i < node->get_child_count(); ++i) {
		_iterate_scene(node->get_child(i), selection, cur_counter);
	}
}
void RenameDialog::rename() {