### 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)
if (p_extend && existing.is_valid()) {
		for (int i = 0; i < ScriptServer::get_language_count(); i++) {
			ScriptLanguage *l = ScriptServer::get_language(i);
			if (l->get_type() == existing->get_class()) {
				String name = l->get_global_class_name(existing->get_path());
				if (ScriptServer::is_global_class(name) && EDITOR_GET("interface/editors/derive_script_globals_by_name").operator bool()) {
					inherits = name;
				} else if (l->can_inherit_from_file()) {
					inherits = "\"" + existing->get_path() + "\"";
				}
				break;
			}
		}
	}
	script_create_dialog->connect("script_created", callable_mp(this, &SceneTreeDock::_script_created));
	script_create_dialog->connect("confirmed", callable_mp(this, &SceneTreeDock::_script_creation_closed));
	script_create_dialog->connect("cancelled", callable_mp(this, &SceneTreeDock::_script_creation_closed));
	script_create_dialog->set_inheritance_base_type("Node");
	script_create_dialog->config(inherits, path);
	script_create_dialog->popup_centered();
}
void SceneTreeDock::open_script_dialog(Node *p_for_node, bool p_extend) {
	scene_tree->set_selected(p_for_node, false);
	if (p_extend) {
		_tool_selected(TOOL_EXTEND_SCRIPT);
	} else {
		_tool_selected(TOOL_ATTACH_SCRIPT);
	}
}
void SceneTreeDock::attach_shader_to_selected(int p_preferred_mode) {