### 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)
undo_redo->add_undo_method(node->get_parent(), "move_child", node, node->get_index());
			undo_redo->add_undo_method(root, "set_owner", (Object *)nullptr);
			undo_redo->add_undo_method(node, "set_owner", root);
			_node_replace_owner(root, root, root, MODE_UNDO);
			undo_redo->add_do_method(scene_tree, "update_tree");
			undo_redo->add_undo_method(scene_tree, "update_tree");
			undo_redo->commit_action();
		} break;
		case TOOL_MULTI_EDIT: {
			if (!profile_allow_editing) {
				break;
			}
			Node *root = EditorNode::get_singleton()->get_edited_scene();
			if (!root) {
				break;
			}
			Ref<MultiNodeEdit> mne = memnew(MultiNodeEdit);
			for (const KeyValue<Node *, Object *> &E : editor_selection->get_selection()) {
				mne->add_node(root->get_path_to(E.key));
			}
			_push_item(mne.ptr());
		} break;
		case TOOL_ERASE: {
			if (!profile_allow_editing) {
				break;
			}
			List<Node *> remove_list = editor_selection->get_selected_node_list();
			if (remove_list.is_empty()) {
				return;
			}