### 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)
}
		} break;
		case TOOL_NEW_SCENE_FROM: {
			if (!profile_allow_editing) {
				break;
			}
			Node *scene = editor_data->get_edited_scene_root();
			if (!scene) {
				accept->set_text(TTR("Saving the branch as a scene requires having a scene open in the editor."));
				accept->popup_centered();
				break;
			}
			List<Node *> selection = editor_selection->get_selected_node_list();
			if (selection.size() != 1) {
				accept->set_text(vformat(TTR("Saving the branch as a scene requires selecting only one node, but you have selected %d nodes."), selection.size()));
				accept->popup_centered();
				break;
			}
			Node *tocopy = selection.front()->get();
			if (tocopy == scene) {
				accept->set_text(TTR("Can't save the root node branch as an instantiated scene.\nTo create an editable copy of the current scene, duplicate it using the FileSystem dock context menu\nor create an inherited scene using Scene > New Inherited Scene... instead."));
				accept->popup_centered();
				break;
			}
			if (tocopy != editor_data->get_edited_scene_root() && !tocopy->get_scene_file_path().is_empty()) {
				accept->set_text(TTR("Can't save the branch of an already instantiated scene.\nTo create a variation of a scene, you can make an inherited scene based on the instantiated scene using Scene > New Inherited Scene... instead."));
				accept->popup_centered();
				break;
			}
			if (tocopy->get_owner() != scene) {