### 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)
} else { 
				undo_redo->create_action(TTR("Disable Scene Unique Name(s)"));
				for (Node *node : full_selection) {
					if (!node->is_unique_name_in_owner()) {
						continue;
					}
					undo_redo->add_do_method(node, "set_unique_name_in_owner", false);
					undo_redo->add_undo_method(node, "set_unique_name_in_owner", true);
				}
				undo_redo->commit_action();
			}
		} break;
		case TOOL_CREATE_2D_SCENE:
		case TOOL_CREATE_3D_SCENE:
		case TOOL_CREATE_USER_INTERFACE:
		case TOOL_CREATE_FAVORITE: {
			Node *new_node = nullptr;
			if (TOOL_CREATE_FAVORITE == p_tool) {
				String name = selected_favorite_root.get_slicec(' ', 0);
				if (ScriptServer::is_global_class(name)) {
					Ref<Script> scr = ResourceLoader::load(ScriptServer::get_global_class_path(name), "Script");
					if (scr.is_valid()) {
						new_node = Object::cast_to<Node>(ClassDB::instantiate(scr->get_instance_base_type()));
						if (new_node) {
							new_node->set_script(scr);
							new_node->set_name(name);
						}
					}
				} else {
					new_node = Object::cast_to<Node>(ClassDB::instantiate(selected_favorite_root));