### 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 (editor_selection) {
		if (editor_selection->is_selected(p_node)) {
			item->select(0);
		}
	}
	if (selected == p_node) {
		if (!editor_selection) {
			item->select(0);
		}
		item->set_as_cursor(0);
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_add_nodes(p_node->get_child(i), item);
	}
	if (valid_types.size()) {
		bool valid = false;
		for (const StringName &E : valid_types) {
			if (p_node->is_class(E) ||
					EditorNode::get_singleton()->is_object_of_custom_type(p_node, E)) {
				valid = true;
				break;
			}
		}
		if (!valid) {
			item->set_custom_color(0, get_theme_color(SNAME("disabled_font_color"), SNAME("Editor")));
			item->set_selectable(0, false);
		}
	}
}
void SceneTreeEditor::_node_visibility_changed(Node *p_node) {