### 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
if (p_node == get_scene_node() && p_node->get_scene_inherited_state().is_valid()) {
		item->add_button(0, get_theme_icon(SNAME("InstanceOptions"), SNAME("EditorIcons")), BUTTON_SUBSCENE, false, TTR("Open in Editor"));
		String tooltip = String(p_node->get_name()) + "\n" + TTR("Inherits:") + " " + p_node->get_scene_inherited_state()->get_path() + "\n" + TTR("Type:") + " " + p_node->get_class();
		if (!p_node->get_editor_description().is_empty()) {
			tooltip += "\n\n" + p_node->get_editor_description();
		}
		item->set_tooltip_text(0, tooltip);
	} else if (p_node != get_scene_node() && !p_node->get_scene_file_path().is_empty() && can_open_instance) {
		item->add_button(0, get_theme_icon(SNAME("InstanceOptions"), SNAME("EditorIcons")), BUTTON_SUBSCENE, false, TTR("Open in Editor"));
		String tooltip = String(p_node->get_name()) + "\n" + TTR("Instance:") + " " + p_node->get_scene_file_path() + "\n" + TTR("Type:") + " " + p_node->get_class();
		if (!p_node->get_editor_description().is_empty()) {
			tooltip += "\n\n" + p_node->get_editor_description();
		}
		item->set_tooltip_text(0, tooltip);
	} else {
		StringName type = EditorNode::get_singleton()->get_object_custom_type_name(p_node);
		if (type == StringName()) {
			type = p_node->get_class();
		}
		String tooltip = String(p_node->get_name()) + "\n" + TTR("Type:") + " " + type;
		if (!p_node->get_editor_description().is_empty()) {
			tooltip += "\n\n" + p_node->get_editor_description();
		}
		item->set_tooltip_text(0, tooltip);
	}
	if (can_open_instance && is_scene_tree_dock) { // Show buttons only when necessary (SceneTreeDock) to avoid crashes.
		if (!p_node->is_connected("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed))) {
			p_node->connect("script_changed", callable_mp(this, &SceneTreeEditor::_node_script_changed).bind(p_node));
		}
		Ref<Script> scr = p_node->get_script();