### Godot version

4.0.beta9

### System information

Linux x86_64

### Issue description

The default Next Script / Previous Script shortcuts insert angle brackets into code when switching scripts.
Presumably this affects all "modifier + printable character" shortcuts.

Workaround for next/prev script: change shortcuts to ctrl-pgup and ctrl-pgdn

### Steps to reproduce

Editor Settings > Shortcuts > ensure that Next Script / Previous Script are set to defaults.
Open any script in the script editor.
Press ctrl-shift-comma or ctrl-shift-period.

### Minimal reproduction project

N/A
}
	}
	const Ref<Script> scr = _get_edited_resource();
	if (scr.is_valid()) {
		
		const Color basetype_color = EDITOR_GET("text_editor/theme/highlighting/base_type_color");
		List<String> core_types;
		scr->get_language()->get_core_type_words(&core_types);
		for (const String &E : core_types) {
			highlighter->add_keyword_color(E, basetype_color);
		}
		
		const Color keyword_color = EDITOR_GET("text_editor/theme/highlighting/keyword_color");
		const Color control_flow_keyword_color = EDITOR_GET("text_editor/theme/highlighting/control_flow_keyword_color");
		List<String> keywords;
		scr->get_language()->get_reserved_words(&keywords);
		for (const String &E : keywords) {
			if (scr->get_language()->is_control_flow_keyword(E)) {
				highlighter->add_keyword_color(E, control_flow_keyword_color);
			} else {
				highlighter->add_keyword_color(E, keyword_color);
			}
		}
		
		const Color member_variable_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
		StringName instance_base = scr->get_instance_base_type();
		if (instance_base != StringName()) {
			List<PropertyInfo> plist;
			ClassDB::get_property_list(instance_base, &plist);
			for (const PropertyInfo &E : plist) {