Hi,
It's indeed not possible currently. I would think that adding an attribute for a default action name different than the class name itself could be a way out, but indeed I think it would create more confusion in the end for developers.
Instead, make sure you name each action with a unique name ( the class name), so in your situation you should have:
RigidBodyMoveTowardsNode
CharacterMoveTowardsNode
OR
MoveTowardsNode that accept either a rigidbody or a Character, it's possible to do that too, even elegantly using a custom editor to let the user choose within the interface itself.
Categories are really abstract structuring for organization purpose, I personally hardly use categories, and instead always use the search field to get the exact action I need, so you would type in the search field, "Character move towards", and it would list only the right action. IF they where named the same, then this search would fail and would be a potential issue.
I even myself got confused even with different action names, typically between photon and Unity networking, causing enormous headaches... because I failed to see that I was not using the right action... so if actions starts to have the same name, I can see a lot more trouble ahead.
Also, you are aware that you can rename action once they are on the state, simply double click on the action name.
Bye,
Jean