### 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)
n->get_owned_by(n->get_owner(), &owned);
			Array owners;
			for (Node *F : owned) {
				owners.push_back(F);
			}
			undo_redo->add_do_method(n->get_parent(), "remove_child", n);
			undo_redo->add_undo_method(n->get_parent(), "add_child", n, true);
			undo_redo->add_undo_method(n->get_parent(), "move_child", n, n->get_index());
			if (AnimationPlayerEditor::get_singleton()->get_track_editor()->get_root() == n) {
				undo_redo->add_undo_method(AnimationPlayerEditor::get_singleton()->get_track_editor(), "set_root", n);
			}
			undo_redo->add_undo_method(this, "_set_owners", edited_scene, owners);
			undo_redo->add_undo_reference(n);
			EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
			undo_redo->add_do_method(ed, "live_debug_remove_and_keep_node", edited_scene->get_path_to(n), n->get_instance_id());
			undo_redo->add_undo_method(ed, "live_debug_restore_node", n->get_instance_id(), edited_scene->get_path_to(n->get_parent()), n->get_index());
		}
	}
	undo_redo->commit_action();
	
	if (CanvasItemEditor *editor = CanvasItemEditor::get_singleton()) {
		editor->get_viewport_control()->queue_redraw();
	}
	_push_item(nullptr);
	
	EditorSelectionHistory *editor_history = EditorNode::get_singleton()->get_editor_selection_history();
	editor_history->cleanup_history();
	InspectorDock::get_singleton()->call("_prepare_history");
}
void SceneTreeDock::_update_script_button() {