### 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)
if (e) {
				Node *node = e->get();
				if (node) {
					Node *root = EditorNode::get_singleton()->get_edited_scene();
					NodePath path = root->get_path().rel_path_to(node->get_path());
					DisplayServer::get_singleton()->clipboard_set(path);
				}
			}
		} break;
		case TOOL_OPEN_DOCUMENTATION: {
			List<Node *> selection = editor_selection->get_selected_node_list();
			for (int i = 0; i < selection.size(); i++) {
				ScriptEditor::get_singleton()->goto_help("class_name:" + selection[i]->get_class());
			}
			EditorNode::get_singleton()->set_visible_editor(EditorNode::EDITOR_SCRIPT);
		} break;
		case TOOL_AUTO_EXPAND: {
			scene_tree->set_auto_expand_selected(!EDITOR_GET("docks/scene_tree/auto_expand_to_selected"), true);
		} break;
		case TOOL_SCENE_EDITABLE_CHILDREN: {
			if (!profile_allow_editing) {
				break;
			}
			List<Node *> selection = editor_selection->get_selected_node_list();
			List<Node *>::Element *e = selection.front();
			if (e) {
				Node *node = e->get();
				if (node) {
					bool editable = EditorNode::get_singleton()->get_edited_scene()->is_editable_instance(node);
					if (editable) {