### Godot version

4.1.dev (1becfea37c)

### System information

MacOS 13.3 M1 Pro

### Issue description

When renaming with Batch Rename using invalid character `NodePath` will be updated with the invalid new name.

### Steps to reproduce

1.  open MRP
2. batch rename all nodes except the root from `e` to `%`
3. look at the `NodePath` on the root

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/11377324/test1.zip)

TreeItem *item = Object::cast_to<TreeItem>(p_object);
	ERR_FAIL_COND(!item);
	if (!item->is_visible()) {
		return;
	}
	NodePath np = item->get_metadata(0);
	Node *n = get_node(np);
	if (!n) {
		return;
	}
	if (!editor_selection) {
		return;
	}
	if (p_selected) {
		editor_selection->add_node(n);
	} else {
		editor_selection->remove_node(n);
	}
	// Emitted "selected" in _selected_changed() when select single node, so select multiple node emit "changed"
	if (editor_selection->get_selected_nodes().size() > 1) {
		emit_signal(SNAME("node_changed"));
	}
}
void SceneTreeEditor::_notification(int p_what) {