### 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 (selected_shader_material.is_null()) {
		return;
	}
	String path = selected_shader_material->get_path();
	if (path.is_empty()) {
		String root_path;
		if (editor_data->get_edited_scene_root()) {
			root_path = editor_data->get_edited_scene_root()->get_scene_file_path();
		}
		String shader_name;
		if (selected_shader_material->get_name().is_empty()) {
			shader_name = root_path.get_file();
		} else {
			shader_name = selected_shader_material->get_name();
		}
		if (root_path.is_empty()) {
			path = String("res://").path_join(shader_name);
		} else {
			path = root_path.get_base_dir().path_join(shader_name);
		}
	}
	shader_create_dialog->connect("shader_created", callable_mp(this, &SceneTreeDock::_shader_created));
	shader_create_dialog->connect("confirmed", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
	shader_create_dialog->connect("cancelled", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
	shader_create_dialog->config(path, true, true, -1, p_preferred_mode);
	shader_create_dialog->popup_centered();
}
void SceneTreeDock::open_shader_dialog(const Ref<ShaderMaterial> &p_for_material, int p_preferred_mode) {