### 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)
resource_drop_path = res_path;
			const EditorPropertyNameProcessor::Style style = InspectorDock::get_singleton()->get_property_name_style();
			menu_properties->clear();
			for (const String &p : valid_properties) {
				menu_properties->add_item(EditorPropertyNameProcessor::get_singleton()->process_name(p, style));
				menu_properties->set_item_metadata(-1, p);
			}
			menu_properties->reset_size();
			menu_properties->set_position(get_screen_position() + get_local_mouse_position());
			menu_properties->popup();
		} else if (!valid_properties.is_empty()) {
			_perform_property_drop(node, valid_properties[0], ResourceLoader::load(res_path));
		}
	}
}
void SceneTreeDock::_script_dropped(String p_file, NodePath p_to) {
	Ref<Script> scr = ResourceLoader::load(p_file);
	ERR_FAIL_COND(!scr.is_valid());
	Node *n = get_node(p_to);
	if (!n) {
		return;
	}
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	if (Input::get_singleton()->is_key_pressed(Key::CTRL)) {
		Object *obj = ClassDB::instantiate(scr->get_instance_base_type());
		ERR_FAIL_NULL(obj);
		Node *new_node = Object::cast_to<Node>(obj);
		if (!new_node) {
			if (!obj->is_ref_counted()) {
				memdelete(obj);