### 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)
_node_selected();
}
void SceneTreeDock::_set_owners(Node *p_owner, const Array &p_nodes) {
	for (int i = 0; i < p_nodes.size(); i++) {
		Node *n = Object::cast_to<Node>(p_nodes[i]);
		if (!n) {
			continue;
		}
		n->set_owner(p_owner);
	}
}
void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, HashMap<Node *, NodePath> *p_renames) {
	base_path.push_back(p_node->get_name());
	if (new_base_path.size()) {
		new_base_path.push_back(p_node->get_name());
	}
	NodePath new_path;
	if (new_base_path.size()) {
		new_path = NodePath(new_base_path, true);
	}
	p_renames->insert(p_node, new_path);
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_fill_path_renames(base_path, new_base_path, p_node->get_child(i), p_renames);
	}
}
void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, HashMap<Node *, NodePath> *p_renames) {