### 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)
_tool_selected(TOOL_REPLACE);
	} else if (ED_IS_SHORTCUT("scene_tree/duplicate", p_event)) {
		_tool_selected(TOOL_DUPLICATE);
	} else if (ED_IS_SHORTCUT("scene_tree/attach_script", p_event)) {
		_tool_selected(TOOL_ATTACH_SCRIPT);
	} else if (ED_IS_SHORTCUT("scene_tree/detach_script", p_event)) {
		_tool_selected(TOOL_DETACH_SCRIPT);
	} else if (ED_IS_SHORTCUT("scene_tree/move_up", p_event)) {
		_tool_selected(TOOL_MOVE_UP);
	} else if (ED_IS_SHORTCUT("scene_tree/move_down", p_event)) {
		_tool_selected(TOOL_MOVE_DOWN);
	} else if (ED_IS_SHORTCUT("scene_tree/reparent", p_event)) {
		_tool_selected(TOOL_REPARENT);
	} else if (ED_IS_SHORTCUT("scene_tree/save_branch_as_scene", p_event)) {
		_tool_selected(TOOL_NEW_SCENE_FROM);
	} else if (ED_IS_SHORTCUT("scene_tree/delete_no_confirm", p_event)) {
		_tool_selected(TOOL_ERASE, true);
	} else if (ED_IS_SHORTCUT("scene_tree/copy_node_path", p_event)) {
		_tool_selected(TOOL_COPY_NODE_PATH);
	} else if (ED_IS_SHORTCUT("scene_tree/toggle_unique_name", p_event)) {
		_tool_selected(TOOL_TOGGLE_SCENE_UNIQUE_NAME);
	} else if (ED_IS_SHORTCUT("scene_tree/delete", p_event)) {
		_tool_selected(TOOL_ERASE);
	} else {
		return;
	}
	
	accept_event();
}
void SceneTreeDock::instantiate(const String &p_file) {