### 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)
case TOOL_SCENE_OPEN_INHERITED: {
			List<Node *> selection = editor_selection->get_selected_node_list();
			List<Node *>::Element *e = selection.front();
			if (e) {
				Node *node = e->get();
				if (node && node->get_scene_inherited_state().is_valid()) {
					scene_tree->emit_signal(SNAME("open"), node->get_scene_inherited_state()->get_path());
				}
			}
		} break;
		case TOOL_TOGGLE_SCENE_UNIQUE_NAME: {
			
			List<Node *>::Element *first_selected = editor_selection->get_selected_node_list().front();
			if (first_selected == nullptr) {
				return;
			}
			if (first_selected->get() == EditorNode::get_singleton()->get_edited_scene()) {
				
				editor_selection->remove_node(first_selected->get());
				first_selected = editor_selection->get_selected_node_list().front();
				if (first_selected == nullptr) {
					return;
				}
			}
			bool enabling = !first_selected->get()->is_unique_name_in_owner();
			List<Node *> full_selection = editor_selection->get_full_selected_node_list();
			Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
			if (enabling) {
				Vector<Node *> new_unique_nodes;
				Vector<StringName> new_unique_names;