### 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)
for (Node *n : selection) {
			ERR_FAIL_COND(!n);
			Variant c = create_dialog->instantiate_selected();
			ERR_FAIL_COND(!c);
			Node *newnode = Object::cast_to<Node>(c);
			ERR_FAIL_COND(!newnode);
			ur->add_do_method(this, "replace_node", n, newnode, true, false);
			ur->add_do_reference(newnode);
			ur->add_undo_method(this, "replace_node", newnode, n, false, false);
			ur->add_undo_reference(n);
		}
		ur->commit_action();
	} else if (current_option == TOOL_REPARENT_TO_NEW_NODE) {
		List<Node *> selection = editor_selection->get_selected_node_list();
		ERR_FAIL_COND(selection.size() <= 0);
		
		bool only_one_top_node = true;
		Node *first = selection.front()->get();
		ERR_FAIL_COND(!first);
		int smaller_path_to_top = first->get_path_to(scene_root).get_name_count();
		Node *top_node = first;
		for (List<Node *>::Element *E = selection.front()->next(); E; E = E->next()) {
			Node *n = E->get();
			ERR_FAIL_COND(!n);
			int path_length = n->get_path_to(scene_root).get_name_count();
			if (top_node != n) {
				if (smaller_path_to_top > path_length) {
					top_node = n;
					smaller_path_to_top = path_length;
					only_one_top_node = true;