### Godot version

Godot 4 beta 10

### System information

Windows 10, mobile mode

### Issue description

You can give a node a blank name by deleting its name and press enter
![image](https://user-images.githubusercontent.com/94725241/210934227-a3b42f81-f152-470e-be6f-645321b9060e.png)


### Steps to reproduce

1. Create any node
2. Double click it, you should now be able to rename it
3. Backspace, than enter
4. You got a node with no name

### Minimal reproduction project

N/A
connect_to_script_mode = p_enable;
	update_tree();
}
void SceneTreeEditor::set_connecting_signal(bool p_enable) {
	connecting_signal = p_enable;
	update_tree();
}
void SceneTreeEditor::_bind_methods() {
	ClassDB::bind_method(D_METHOD("_update_tree"), &SceneTreeEditor::_update_tree, DEFVAL(false)); // Still used by UndoRedo.
	ClassDB::bind_method("_rename_node", &SceneTreeEditor::_rename_node);
	ClassDB::bind_method("_test_update_tree", &SceneTreeEditor::_test_update_tree);
	ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &SceneTreeEditor::get_drag_data_fw);
	ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &SceneTreeEditor::can_drop_data_fw);
	ClassDB::bind_method(D_METHOD("_drop_data_fw"), &SceneTreeEditor::drop_data_fw);
	ClassDB::bind_method(D_METHOD("update_tree"), &SceneTreeEditor::update_tree);
	ADD_SIGNAL(MethodInfo("node_selected"));
	ADD_SIGNAL(MethodInfo("node_renamed"));
	ADD_SIGNAL(MethodInfo("node_prerename"));
	ADD_SIGNAL(MethodInfo("node_changed"));
	ADD_SIGNAL(MethodInfo("nodes_dragged"));
	ADD_SIGNAL(MethodInfo("nodes_rearranged", PropertyInfo(Variant::ARRAY, "paths"), PropertyInfo(Variant::NODE_PATH, "to_path"), PropertyInfo(Variant::INT, "type")));
	ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::PACKED_STRING_ARRAY, "files"), PropertyInfo(Variant::NODE_PATH, "to_path"), PropertyInfo(Variant::INT, "type")));
	ADD_SIGNAL(MethodInfo("script_dropped", PropertyInfo(Variant::STRING, "file"), PropertyInfo(Variant::NODE_PATH, "to_path")));
	ADD_SIGNAL(MethodInfo("rmb_pressed", PropertyInfo(Variant::VECTOR2, "position")));
	ADD_SIGNAL(MethodInfo("open"));
	ADD_SIGNAL(MethodInfo("open_script"));
}
SceneTreeEditor::SceneTreeEditor(bool p_label, bool p_can_rename, bool p_can_open_instance) {