### Godot version

3.5.1, 4.0 beta 10

### System information

Windows 10

### Issue description

I tried to set a shortcut for `Reparent to New Node`, but the shortcut doesn't trigger. As it's closest neighbour, I tried setting the same shortcut for `Reparent` without problems.

### Steps to reproduce

* Set editor shortcut for `Reparent to New Node` (I set it as Ctrl+G as to group nodes together, but anything is fine - it's not about conflicting shortcut)
* Select a node and press your chosen hotkey

### Minimal reproduction project

N/A (any project is fine, requires modifying editor settings anyway)
Array owners;
	for (Node *F : owned) {
		owners.push_back(F);
	}
	undo_redo->add_do_method(instantiated_scene, "set_owner", edited_scene);
	undo_redo->add_undo_method(this, "_set_owners", edited_scene, owners);
	undo_redo->add_do_method(editor_selection, "clear");
	undo_redo->add_undo_method(editor_selection, "clear");
	undo_redo->add_do_method(editor_selection, "add_node", instantiated_scene);
	undo_redo->add_undo_method(editor_selection, "add_node", base);
	undo_redo->add_do_property(scene_tree, "set_selected", instantiated_scene);
	undo_redo->add_undo_property(scene_tree, "set_selected", base);
	undo_redo->add_do_reference(instantiated_scene);
	undo_redo->add_undo_reference(base);
	undo_redo->commit_action();
}
bool SceneTreeDock::_cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node) {
	int childCount = p_desired_node->get_child_count();
	if (_track_inherit(p_target_scene_path, p_desired_node)) {
		return true;
	}
	for (int i = 0; i < childCount; i++) {
		Node *child = p_desired_node->get_child(i);
		if (_cyclical_dependency_exists(p_target_scene_path, child)) {
			return true;
		}
	}
	return false;
}
bool SceneTreeDock::_track_inherit(const String &p_target_scene_path, Node *p_desired_node) {